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## Martial Archetype At 3rd level, a Fighter gains the Martial Archetype feature. The following option is available to a Fighter, in addition to those offered in the Player's Handbook. ### Frost Knight Cold? You never felt cold until you stood in full plate armor during a snowstorm, waiting for an enemy fortress to fall to its knees. You never felt it until you had to bury a comrade that died during his sleep, just because his bonfire burned out in the middle of a night. You've never felt true cold until you've studied it, got to know it... Got to use it with all the magic within your veins. ##### Frost Knight features | Fighter level |Feature | | ------------- |:-------------:| |
3rd
| Spellcasting, Hoarfrost Ward | |
7th
| Cold Steel | |
10th
| Runic Defense | |
15th
| Improved Runic Defense | |
18th
| Permafrost | \columnbreak
| Fighter Level | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th | |:---:|:---:|:---:|:--:|:--:|:-:|:-:|:-:|:-:|:-:|:-:|:-:|:-:|:-:|:-:| | 3rd | 2 | 3 | 2 | — | — | — | | 4th | 2 | 4 | 3 | — | — | — | | 5th | 2 | 4 | 3 | — | — | — | | 6th | 2 | 4 | 3 | — | — | — | | 7th | 2 | 5 | 4 | 2 | — | — | | 8th | 2 | 6 | 4 | 2 | — | — | | 9th | 2 | 6 | 4 | 2 | — | — | | 10th | 3 | 7 | 4 | 3 | — | — | | 11th | 3 | 8 | 4 | 3 | — | — | | 12th | 3 | 8 | 4 | 3 | — | — | | 13th | 3 | 9 | 4 | 3 | 2 | — | | 14th | 3 | 10 | 4 | 3 | 2 | — | | 15th | 3 | 10 | 4 | 3 | 2 | — | | 16th | 3 | 11 | 4 | 3 | 3 | — | | 17th | 3 | 11 | 4 | 3 | 3 | — | | 18th | 3 | 11 | 4 | 3 | 3 | — | | 19th | 3 | 12 | 4 | 3 | 3 | 1 | | 20th | 3 | 13 | 4 | 3 | 3 | 1 |
\pagebreak #### Spellcasting When you reach 3rd level, you augment your martial prowess with the ability to cast spells. ##### Cantrips You learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level. ##### Spell Slots The Frost Knight Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell Shield and have a 1st-level and a 2nd-level spell slot available, you can cast Shield using either slot. ##### Spells Known of 1st Level and Higher You know three 1st-level spells: *Armor of Agathys* and two other spells of your choice, one of which you must choose from the abjuration and evocation spells on the wizard spell list. The Spells Known column of the Frost Knight Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an abjuration or evocation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level. The spells you learn at 8th, 14th, and 20th level can come from any school of magic. Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or evocation spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic. \columnbreak ##### Spellcasting Ability Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.
Spell save DC
= 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier
= your proficiency bonus + your Intelligence modifier #### Hoarfrost Ward When you choose this archetype at 3rd level, you can weave frost magic around yourself for protection. When you cast *Armor of Agathys* of 1st level or higher, you can simultaneously use a strand of the spell's magic to create a magical ward on yourself that lasts until you finish a long rest. The ward has hit points equal to your Fighter level + your Intelligence modifier. Whenever you take damage, the ward takes the damage instead. If this damage reduces the ward to 0 hit points, you take any remaining damage.
While the ward is active, you gain the following benefits: - When you cast a spell that deals fire damage, you can change that damage type to cold. - If a creature hits you with a melee attack while the ward has hit points, it takes cold damage equal to your Intelligence modifier.
While the ward has 0 hit points, it can't absorb damage, but its magic remains. Whenever you cast an abjuration spell of 1st level or higher, the ward regains a number of hit points equal to twice the level of the spell, or three times its level if you cast *Armor of Agathys*.
Once you create the ward, you can't create it again until you finish a long rest.
\pagebreak #### Cold Steel Beginning at 7th level, when you hit a creature with a cantrip's attack or when you cast *Armor of Agathys*, you can make one weapon attack as a bonus action. #### Runic Protection At 10th level, you learn to imbue your ward with ancient elemental runes. While the ward is active, you have resistance to fire and cold damage. #### Improved Runic Protection By 15th level, your ward is strong enough to block almost any physical attack. While the ward is active, you have resistance to bludgeoning, piercing, and slashing damage from non-magical attacks. #### Permafrost Starting at 18th level, you can cast the *Investiture of Ice* spell, requiring no components. On each of your turns while you concentrate on the spell, including the turn when you cast it, you can make one weapon attack as a bonus action.
Once you cast the spell with this feature, you can't do so again until you finish a long rest. \columnbreak
>##### Legal: > ___ >This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the material used here are property of **Wizards of the Coast. ©Wizards of the Coast LLC.** > ___ >##### Art Credits: > ___ >#### First image/Preview: > ___ >**Eric Deschamps** - *Moritte of the Frost* > ___ >#### Second image: > ___ >**Mauricio Calle** - *Port of Karfell* > ___ >#### Third image: > ___ >**Lie Setiawan** - *Halvar, God of Battle* > ___ >##### Art Copyright: > ___ >**©Wizards of the Coast LLC.** > ___ >Document made in **GMBinder** > ___ >**Watercolor Stains by: /u/flamableconcrete** > ___