Fighter Archetype: Frost Knight
A band of wondering goblins shiver as the air around them is suddenly void of all warmth. Struggling against their bodies involuntary convulsions, they darw their weapons as a mysterious figure approaches. completely unaffected by the freezing temperatures, the lone warrior begins her assault on the unfortunant humanoids. All around them manifests a blizzard that hinders their movement and sight. As they struggle to move, the ice starts to encase their limbs. A few minutes pass, the blizzard clears and reveals the goblins, who are now frozen solid. With one fell of her mighty greatsword, the Knight shatters their frozen corpses, sending shards of glittering goblin across the tundra. Blood may be thicker than water, but as these mosters found out, ice is thicker than blood.
Rimed Soul
Frost Knights are warriors who underwent a special ritual as childred that infused their souls with the essence of an ice elemental. Surving this ritual and being able to harness the power is considered to be among the greatest of accolades a warrior can acheive, even though it is usually involuntary. Frost knights often hold contempt for their culture for forcing them to be what most people believe to be an abomination, a living bridge between the mortal and elemental realm that should not exist. Despite how society views them, Frost Knights are usually decent natured beings and have no qualms fighting a horde of monsters, single handedly if need be, to protect even those who look down on them. Many generals search out Frost Knights not only for their martial prowess, but also for their battlefield control capabilities. It is said that an extremely experinced and capable Frost Knight is even able to command the very forces of nature and create powerful blizzards. A feat many such armies would do anything to possess.
Icy Bond
At 3rd level, you learn to invoke a rite of Permafrost within your weapon at the cost of your own vitality. granting it extra cold damage.
As a bonus action, you can activate the rite on a bonded weapon with the elemental energy of ice that lasts for 1 hour, or if you aren’t holding the weapon at the end of your turn. When you activate the rite, you lose a number of hit points equal to two rolls of your Permafrost die, as shown in the Permafrost Die column.
For the duration, attacks from this weapon deal additional 1d4 ice damage. This damage is magical, and increases as you gain levels as a Fighter, as shown in the Permafrost Die column. You also learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.
Once you have bonded a weapon to yourself, you can't be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand.
You can have one bonded weapon, If you attempt to bond with a second weapon, you must break the bond with the first one.
Shiverblade
Starting at 7th level, you may use a Bonus Action to encase your blade in ice. The next successful attack you make with this weapon on this turn, will deal an additional 1d6 cold damage. This damage increases as you gain levels as a Fighter, as shown on the "Shiverblade Damage" Table.
You may use this feature a number of times equal to your Charisma modifier per long rest.
Frost Skin
When you reach 10th level, you can encase your skin in a layer of ice as a bonus action. You gain +2 to AC, resistance to Cold damage, and Weakness to Fire damage.
These effects last for 1 minute and are not usable again until you finish a long rest. .
Cold-Hearted
At 15th level, enemies become scared to even hit you, and you become as stubborn as the ice you control. As a reaction to any attack made against you by a creature within 20 feet, you stare into the attackers soul, Make an Intimidation(Cha) check against their Wisdom score. On a success, that enemy has disadvantage on its attack next turn if it chooses you as a target.
You can use this feature an amount of times equal to your Charisma modifier (minimum 1). You regain uses on a long rest.
Iced Earth
Reaching 18th level, your control over the cold has doomed all that oppose you. As an action, you may swing your weapon in a large arc around your head in a circular motion repeatedly, creating a blizzard, no matter where you are. This blizzard is special, as it slows all creatures within a 30ft radius by half their speed. And for every turn a creature spends in this blizzard they take 1d10 cold damage. This effect ends after 1 minute.
You may use this feature once per long rest.
This ability requires concentration.
Permafrost Die:
Level | Damage |
---|---|
3rd | 1d4 |
4th | 1d4 |
5th | 1d6 |
6th | 1d6 |
7th | 1d6 |
8th | 1d6 |
9th | 1d6 |
10th | 1d6 |
11th | 1d8 |
12th | 1d8 |
13th | 1d8 |
14th | 1d8 |
15th | 1d8 |
16th | 1d8 |
17th | 1d10 |
18th | 1d10 |
19th | 1d10 |
20th | 1d10 |
Shiverblade Damage:
Level | Damage |
---|---|
7th | 1d6 |
12th | 1d8 |
16th | 1d10 |
20th | 2d6 |