Base Class: Fighter
A fighter that draws on power from a White or Silver Dragon to fuel various abilities.
Cold Affinity
As a glacial knight, you become attuned to cold environments and freezing temperatures, being able to endure such extreme conditions. You have resistance to cold damage and you don't suffer the negative effects of cold weather.
You also have a frigid touch, being able to coat any non-magical object with a thin layer of ice or freeze a portion of water. This effect has a maximum area of an object the size of a regular person or a 5-foot cube of water. You cannot freeze the water if there are any creatures in that particular portion.
Additionally you no longer suffer the effects of difficult terrain caused by ice or snow, and your vision is not impaired by heavy rain or snowstorms.
Glacial Blade
Starting at 3rd level, you gain a special weapon that is attuned to your glacial powers, called a Glacial Blade. Over the course of a long rest, you can shape the blade of the glacial blade in the form of any melee weapon you are proficient with that deals slashing damage. Your weapon has the following properties:
- If it is on the same plane of existence as you, you know its precise location, and can summon it as an bonus action on your turn, causing it to teleport instantly to your hand. If any thickness of lead, even a thin sheet, blocks a direct path between you and the Blade, you do not gain the benefits from this property.
- If a creature that is not resistant or immune to cold damage holds the blade, they take 2d4 cold damage at the start of their turn for as long as they hold it.
- As a bonus action, you can make your next attack deal an additional 1d6 cold damage. This benefit lasts until the end of your next turn, but you cannot deal its damage more than once per turn.
Arctic Reckoning
Also at 3rd level, you have connected to your arctic heritage and are able to channel its power as you see fit. Your ability to channel this power is represented by a number of arctic reckoning dice, which are d6's. You have a number of reckoning dice equal to half your fighter level (rounded up).
You also learn Arctic Features. You start knowing two of such features, and get to learn one again at 7th, 10th, 15th, and 18th level. Whenever you use one of these features, you spend one or more arctic reckoning dice. Whenever you gain a level in this class, you can replace a feature you know with a different one.
Some of your arctic features require you to make spell attacks. You calculate the modifier as follows: your proficiency bonus + your Wisdom modifier.
Some of your arctic features require the target to make a saving throw. You calculate the save DC as follows: 8 + your proficiency bonus + your Wisdom modifier.
Blade Recall
Pre requisite: 7th-level Fighter
While you don't have your Glacial Blade on you and it is within 30 feet of you, you can as an action spend a number of Arctic Reckoning dice equal to up to your Wisdom modifier to cause it to fly towards you. It goes around any objects but still goes through any creatures in its path. Each creature the blade passes through must make a Dexterity saving throw. On a failed save, the creature takes the normal damage for the weapon (excluding any modifiers), and takes additional cold damage equal to the number rolled on the Reckoning dice. On a successful save the creature takes no damage. Regardless of the save, you then catch the weapon.
Draconic Senses
Pre requisite: 7th-level Fighter
You gain the following benefits:
- Blindsight up to a range of 60 feet
- Darkvision up to a range of 120 feet
- You gain expertise in Wisdom (Perception) checks
The benefits last for a number of minutes equal to the number rolled on the reckoning dice.
When you learn this Arctic Feature, you gain proficiency in Perception, if you did not already have it.
Dragon Climb
You can use your action to attach yourself to vertical surfaces by freezing the surface. You gain a climbing speed equal to your walking speed, and can walk upside-down across ceilings and the like with this speed. This benefit lasts for a number of minutes equal to the number rolled on the reckoning dice.
Frost Barrier
Pre requisite: 10th-level Fighter
As a reaction when you take damage, you can spend some of your reckoning dice to reduce the damage taken by an amount equal to the number rolled. The maximum number of dice that can be spent at once equals your Wisdom modifier. You cannot reduce Psychic or Fire damage in this way.
Frost Wings
Pre requisite: 15th-level Fighter
You gain a pair of wings, granting you a flying speed of 60 feet when you are wearing light or no armor. In addition, regardless of the armor, you can make attacks with these wings. They deal 1d6 damage, and an attack with them can be made as a bonus action. The damage type is either slashing or cold, your choice. These wings last for a number of minutes equal to the number rolled on the reckoning die.
Frostburn Strike
When you hit a creature with your glacial blade, you can spend a number of reckoning dice up to your proficiency bonus, and add the number rolled to the damage of the attack. The additional damage is cold.
In addition, the creature hit by this attack has its movement speed reduced by 15 feet until the end of its next turn.
Glacial Blade Enhancement
As a bonus action you can spend reckoning dice equal to up to your Wisdom modifier to empower your Glacial Blade. It is considered a magical weapon and deals additional cold damage equal to 1d4, which increases by 1d4 for every two additional reckoning dice spent after the first. This benefit lasts for a number of turns equal to the number rolled on the reckoning dice.
Glacial Ray
As an action, you can spend a reckoning die to send a ray of glacial energy towards one target within 60 feet of you. Make one ranged spell attack. On a hit, the creature takes cold damage equal to the number rolled on the die and has its movement speed reduced by 10 feet until the end of its next turn. You can spend more dice to increase the damage dealt, up to a number equal your proficiency bonus.
Glacial Shield
As a reaction when you are attacked, you can spend one or more of your reckoning dice to conjure a barrier of ice to protect you from an incoming attack, increasing your AC by 2 for a number of turns equal to the amount of dice spent (not the number rolled).
Glowing Shards
As an action, you can spend a number of reckoning dice up to your Wisdom modifier to summon ice swords around you pointing outwards, that then spin around. Every creature within 10 feet of you must make a Dexterity saving throw. On a failed save, a creature takes damage equal to the number rolled on the reckoning dice and has its movement speed reduced by 10 feet until the end of its next turn.
Ice Coffin
Pre requisite: 15th-level Fighter
Whenever you are targeted by an effect that damages you and is not instantaneous, such as the Melf's Acid Arrow spell's second instance of damage, you can spend a reckoning die to use your reaction to encase yourself in ice, preventing the further instances of damage. When you do so, you are considered petrified until the end of your next turn. You may choose to maintain yourself encased in the end of your turn, thus extending the effect until the end of your following turn. Doing so expends another reckoning die. While in that encased state, you are immune to any other instances of damage from the triggering effect, and you have resistance to all damage, except for Fire damage and Psychic damage.
Icy Cell
Pre requisite: 7th-level Fighter
As an action on your turn, you can spend a number of reckoning die equal to up to your Wisdom modifier to try to encase one target you can see within 30 feet on an ice prison. The target needs to succeed on a Constitution saving throw. On a failed save, the target is Restrained and Incapacitated until the end of its next turn, and takes cold damage equal to the number rolled on the dice.
Frozen Heart
Starting at 7th level, you can sacrifice some of your own vitality to recover some of your arctic reckoning power. When you finish a short rest, you can choose to spend a number of hit dice and regain the same amount of dice as reckoning dice.
Frigid Skeleton
Starting at 10th level, your AC equals 13 + your Constitution modifier when you are not wearing armor, as your skin gains ice-like resistance. You can use a shield and still keep this benefit. This also renders you immune to Cold damage. Additionally, whenever you deal Cold damage, you deal additional damage equal to your Constitution modifier.
Lasting Winter
Starting at 15th level, whenever you roll initiative and have no reckoning dice remaining, you regainone reckoning die. Additionally, you may as a bonus action regain a number of reckoning dice equal to up to your Wisdom modifier. When you do so, you roll all the regained dice and take the number rolled as necrotic damage. This damage cannot be reduced in any way, even if you have resistance or immunity to necrotic damage. After you perform this, you cannot do so again until you finish a long rest.
Glacial Walker
Starting at 18th level, you learn to channel the cold energy within you in moments of strife. When you fall below half your total hit points, a blizzard surrounds you, making a 20-foot radius sphere around you difficult terrain for all creatures, except for those resistant or immune to cold damage. If you do not want the aura to be activated, you must succeed a DC 15 Wisdom saving throw, as it is a natural reflex to unleash it. When this aura activates, all creatures that are inside it or within 10 feet of it must make a Constitution saving throw against your Arctic Feature DC, as the blizzard wears them down. On a failed save, they takes 6d8 cold damage and are restrained. A creature can repeat the saving throw on the start of each of its turns, ending the effect on itself on a success. A creature that enters the area for the first time must also make the saving throw, but it only takes 4d8 damage on a failed save. In both cases, a creature with a successful save takes only half the total damage and isn't restrained. You may choose specific creatures that are not affected by this, but the aura is still difficult terrain for them. This aura lasts for 1 minute, or until you dismiss it as a bonus action. It also ends early if you regain enough hit points to go above half your total hit points. Once you use this feature, you cannot do so again until you finish a Long Rest, unless you spend 6 reckoning dice to make it available again.
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