Fighter
Base Class: Fighter

Glacial Knights wield the power of Ice, Cold and Snow.

Bound in Ice

Beginning at 3rd Level, you can bond with one weapon of your choice during a short or long rest. While bonded, a weapon gains the following benefits:

Elemental Infusion. When you hit with an attack using your bonded weapon, you can choose to deal Cold Damage or the weapon's normal damage type. While the bonded weapon is on your person, you ignore resistance to Cold Damage.

Biting Cold. Your bonded weapon gains the Slow weapon mastery. This does not replace the weapon's normal weapon mastery, and you can use the weapon's normal weapon mastery or slow once per turn.

Frigid Warfare

You gain a special resource called Glacial Points, you have a number of these points equal to your fighter level. These points are used to activate numerous features called inclements and you regain all expended Glacial Points when you finish a short rest. You know an amount of inclements equal to your Proficiency Bonus and can change your known inclements once per long rest. You can only use one inclement per turn unless the inclement says otherwise. If an inclement requires a saving throw, the DC is 8+your Intelligence Modifier+Your Proficiency bonus.

Anchor Ice

When  you hit with an attack, expend one Glacial Point to force that creature to make a Dexterity Saving throw. On a failure, that creature's speed is reduced to zero until the end of their next turn. On a Success, their speed is Halved until the end of their next turn.

Boilerplate Sarcophagus

When a creature you can see falls to zero hit points, you can expend 3 Glacial Points to make them instead fall to 1 hit point. At the beginning of their next two turns, they can roll One Hit Dice and regain hit points equal to the roll plus their constitution modifier. Those Hit Dice are then expended.

Clear Ice

Whenever you are forced to make a saving throw, you can choose to use one Glacial Point to add 1d4 to the save. The point is only expended when you succeed on the saving throw. When you use this feature, whether the point is spent or not, you take Cold Damage equal to your proficiency bonus.

At 13th level, the bonus from this feature increases to 2d4.

Frostbitten Flush

When you land a critical hit with a weapon attack or unarmed strike, you can expend 3 Glacial Points to flood their body with subzero temperature cold. Roll 1d4, which determines how they are affected. 

On a roll of 1, the target is Blinded until the end of their next turn. 

On a roll of 2, the target is restrained until the end of their next turn.

On a roll of 3, the target is poisoned until the end of their next turn.

On a roll of 4, the target falls prone.

Gaze of the Moon

When you take the attack action, you can replace two attacks and Expend 4 Glacial Points to release a 15ft Cone of snow and ice that extends out in the direction you swing your weapon. All creatures in the cone must make a Constitution Saving Throw. On a failed save, they take 4d8 Cold Damage and only half as much on a successful save. You add your Intelligence Modifier to the damage of this feature.

At 13th level, the damage of this feature increases to 6d8 and the range increases to  30ft.

Glacial Artwork

When you hit a target with a weapon attack, you can Expend 5 Glacial Points and forgo one attack. When you do so, if the target has 40 Hit Points or less, they immediately become petrified. When a target becomes petrified by this feature, they are turned into an ice sculpture. Petrify caused this way can only be undone by an amount of fire damage dealt in 3 turns that equals the Total amount of Hit Points equal to the person who caused this.

Glass Icicles

As a bonus action, you can expend one Glacial Point to cause Icicles to form on your weapon. It's damage type becomes piercing for one minute. Creatures hit by this weapon while this feature is active take additional Cold damage equal to your intelligence modifier. This feature ends early when you deal more than 15 Damage in one attack. When it ends, each creature other than you within 10ft of the weapon must make a Dexterity Saving throw or take 2d6 Cold damage and half as much on a successful save. 

Once you reach 13th Level in this class, the damage of the shattered icicles increases to 4d6 Cold Damage.

Ice Cast

As a reaction when you or an ally is hit with an attack, you can expend a number of points up to your Intelligence Modifier. The target of this feature gains Temporary Hit Points equal to 5 times the number of points spent. These temporary hit points are applied before the target takes any damage from the attack. 

At 13th level, as long as the Temporary hit points last, the target has resistance to Fire and slashing damage. However, they also have vulnerability to bludgeoning damage for as long as the hit points remain. You can choose whether these resistances apply when you use this feature.

Ice Floe

When you take the attack action, you can forgo one attack and expend two Glacial Points to release a blast of ice extending outwards from you. The damage type of the weapon you are bonded with determines the shape of the area that the ice extends outwards from you, however, its size is 10 times your Proficiency bonus. A creature in the area must make a Dexterity Saving Throw. On a failure, take 3d8 Cold Damage and is pushed 10ft away from the direction they were hit from. On a success, they take only half of the damage and are not pushed.

- Bludgeoning: If the weapon's damage type is bludgeoning, the shape of this blast is a line that is 10 times your proficiency bonus in length.

- Slashing: If the weapon's damage type is bludgeoning, the shape of this blast is a cone that is 10 times your proficiency bonus in length.

- Piercing: If the weapon's damage type is piercing, the shape of this blast is a sphere that is 10 times your proficiency bonus in length, with you at its center. 

The only exception to this rule is if you are wielding a shield, you can choose to use it for this feature. If you do so, the area of effect is a rectangle that is 10ft wide and your proficiency bonus times 10 feet long. 

Numbing Cold

As a reaction in response to becoming charmed or frightened, you can expend 2 Glacial Points to immediately end that condition for you. On your Turn as a bonus action, you can expend 3 points to end that condition for an ally within 30ft of you.

Sculpted Ice

When you take the attack action, you can choose to expend 4 points and deal no damage. If you hit, the target must make a Wisdom Saving Throw. If it fails, the target must take one action of your choice using its reaction. 

Slush Rush

At the beginning of your turn, you can expend 3 Glacial Points and double your speed until the end of the current turn. When you do so, all movement you take on this turn creates a 5ft by 5ft square of difficult terrain wherever you step and you ignore Difficult Terrain on this turn. This difficult terrain lasts for a number of rounds equal to your Intelligence Modifier. 

Furthermore, if any creature takes an attack of opportunity on you while this feature is active, they take Cold Damage equal to your intelligence modifier.

Stinging Cold

When you hit with a weapon attack, you can choose to expend two Glacial Points to cause violent whipping winds that swirl around the target. The target must make a Constitution saving throw. On a failure they take 2d10 Cold Damage. They take only half as much damage on a success. Save of failure, a 15ft radius and 30ft high cylinder centered on the target becomes difficult terrain until the end of your next turn. You can choose to expend an additional Glacial Point to extend the Cylinder's duration by one before the feature would normally end. A creature other than you that begins its turn in the cylinder must make a Constitution Saving throw or fall prone. 

At 13th Level, the damage of this feature increases to 3d12.

Glacial Mobility

You are always under the effects of the walk on water spell, and when you do walk across liquid surfaces, you create small patches of ice underneath your feet. Additionally, you can expend One Glacial Point to have the ability to walk across walls and vertical surfaces while leaving your hands free.

Glacial Stability

Whenever you use your Indomitable Feature, you can also activate your Second Wind feature. 

Glacial Superiority

When an Inclement causes a saving throw, you can change the saving throw for that feature to be Dexterity, Consitution, or Strength (your Choice). Changing the Saving Throw requires you to spend One Glacial Point in addition to however many Glacial Points the inclement already requires.

Glacial Stalwart

After finishing a short rest, you gain a number of temporary hit points equal to your Fighter Level plus your intelligence Modifier.  While you have these hit points, you have the following benefits:

Glacial Bulwark. You add your proficiency to your Armor Class

Icy Retribution. Any target that hits you with an attack roll takes damage equal to your fighter level. 

 Both of these benefits disappear once all the temporary hit points disappear. They last until a long rest.

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