Base Class: Fighter
You have lived your life in the icy mountains or even the ice regions of the fley wild. Never the less you have gained a greater understanding of the nature of Ice and snow, how it takes, how it gives, and how you have bonded with it becoming a frozen warrior.
Ice Blade
At 3rd level, When you hold a metal weapon, the blade's temperature will drop to below -30 degrees. As a bonus action, the target you hit with it will take an extra 1d8 cold damage (7th level (2d8), 11th level (3d8), 17th level (4d8). You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest. You can also use this feature for each extra attack using a slot for each attack, you must use your bonus action for the first attack before you can use multiple. In addition, if the blade comes in contact with something that is hotter the 30 degrees, you must make a DC 10 saving throw for the blade, on a fail, the blade will explode dealing 1d4 slashing damage (7th level (2d4), 11th level (3d4), 17th level (4d4) to the person holding it. This is caused because of the rapid expansion of the frozen blade to extream heat.
Built For Cold
At 3rd level, You gain resistance to cold damage. This becomes Immunity at 10th level.
Enduring Cold
At 10th level, You Gain Immunity to cold damage.
Frozen Touch
At 7th level, As an action, you can freeze any 40 feet cube liquid that can freeze making it rough terrain and forcing any creature who was in it to make a DC saving throw of 8 + your proficiency bonus + your Wisdom modifier. On a failed save the creature's feet are frozen and their speed is dropped to zero. On the creature's turn, they can use their movement to break free from the ice. Creatures who are flying or hovering are uninfected to this attack. You regain this ability after a short rest.
You can also freeze a cubic foot of liquid or smaller at will. If done in a liquid pool larger than a cubic foot, only a cubic foot of the liquid will freeze at just bellow zero and will be affected by any temperature surrounding it.
Blast of Cold
At 10th level, You can cast CONE OF COLD once per long rest. Your save is 8 + your proficiency bonus + your Wisdom modifier.
Cold Environment
At 15th level, you can use an action to make a 40-foot sphere centred on you. While in the sphere creatures other than you treat the area as difficult terrain and must make a constitution saving throw of 8 + your proficiency bonus + your Wisdom modifier or take 2d10 cold damage on a failed save and half as much on a successful one. A creature who starts there turn still in the radius will have to make a constitution saving throw of 8 + your proficiency bonus + your Wisdom modifier or take 1d10 cold damage on a failed to save and half as much on a successful one if they have already failed or succeeded the first save. A creature who fails or succeeds both saves doesn't have to make any more if they stay in the radius. This lasts for 1 minute and the sphere follows you as long as you only move 10 feet, if you move father then this the sphere will stop following you. You can't use this feature again until you finish a long rest.
Ice Spikes
At 18th level, You can summon six ice spikes 15 feet around and 30 feet tall. Each creature within 15 feet of one must make a dexterity saving throw of 8 + your proficiency bonus + your Wisdom modifier or take 6d10 cold damage on a failed save, they take half as much on a successful one. A creature that is large to small will get stuck on the spikes 30 feet in the air. You regain this ability after a long rest.
-
View User Profile
-
Send Message
Posted Feb 22, 2020Great subclass.