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Paladin

Frost Wardens make their home in the most enchanting tundra’s and
boreal forests. They abide by an ancient tradition that bestows upon them
the mystical essence that flows through their homeland. They rarely travel
far from home, but when they do, they bring with them the frigid wrath of the wild fjords.

Table: The Frost Warden

Proficiency Icy Bond Extra


Level Bonus Features Damage
1st +2 Divine Sense, Lay on hands, Icy Bond -
2nd +2 Fighting Style, Icy Bond Extra Damage, Icy Movement 1d4
3rd +2 Divine Health, Sacred Oath, Howling freeze, Icy Ground, Harness Divine Power 1d4
(Optional)
4th +2 Ability Score Improvement, Martial Versatility (Optional) 1d4
5th +3 Extra Attack, Icy Bond 1d4
6th +3 Aura of protection 1d4
7th +3 Frost Warden Feature, Beacon of Defiance 1d4
8th +3 Ability Score Improvement, Martial Versatility (Optional) 1d4
9th +4 Cold Magic 1d4
10th +4 Aura of Courage, Cold Immunity 1d6
11th +4 Improved divine smite 1d6
12th +4 Ability Score Improvement, Martial Versatility (Optional) 1d6
13th +5 1d6
14th +5 Cleansing Touch, Ice Shards 1d6
15th +5 Crystal Hide 1d6
16th +5 Ability Score Improvement, Martial Versatility (Optional) 1d8
17th +6 Inescapable frost 1d8
18th +6 Aura Improvements 1d8
19th +6 Ability Score Improvement, Martial Versatility (Optional) 1d8
20th +6 Titanic ascension 1d10
Class Features
As a Frost Knight you gain the following class features.
Hit Points
Hit Dice: 1d12 per Frost Warden level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Point sat Higher Levels: 1d12 (or 7) + Constitution modifier per Frost Warden Level after 1st

Proficiencies
Armour: all armour, shields
Weapons: Simple weapons, martial weapons
Tools: Choose two from smith’s tools, woodcarvers tools, leatherworkers tools or masons tools
Saving Throws: Strength, Constitution
Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
 (a) chain mail or (b) leather armour, longbow, and 20 arrows
 (a) a martial weapon and a shield or (b) two martial weapons
 (a) a light crossbow and 20 bolts or (b) two hand axes
 (a) a dungeoneer's pack or (b) an explorer's pack
 If you are using starting wealth, you have 5d4 x 10 in funds

Condition: Merciless Cold When you take this oath at 3rd level you gain the following two
A creature becomes affected by merciless cold takes cold damage channel divinity options.
equal to twice their CR or level (minimum of 1). This damage
cannot be reduced or ignored in any way unless they have
resistances to cold. If the creature possesses spell slots, it needs to Hunts End:
roll a d8. It expends spell slot level equal to the number rolled (or Whenever you hit a creature with a melee attack, and use your
its highest spell slot if the number rolled is too high) divine smite feature, you can use your channel divinity to increase
the damage die of the smite to a d10 instead of a d8. If the target is
Tenets of the Frost Warden an aberration, fiend, undead and monstrosity, the die increases to a
Kill the monster, burn the cult: d12.
Seek and destroy the monsters that seek to feast on the woes of You can then re-roll any of those damage dice once
mortals, and end the lives of their mortal followers.
Defy the dark ones: Merciless Crippling:
Evil persists because it lays seeds. Destroy the foundations of the As an action, you can use your channel divinity to hobble a
darks gods’ power and wipe their names from history.
creature with divine power.
Be ever prepared:
Choose a creature within 60ft. of you. They must succeed
Your enemy never rests, but you must never be unable to answer
the call. Abstain from drink, and gluttony. Keep your body strong,
on a wisdom saving throw or have their flying and burrow
and your will unbreakable. speeds are reduced to 0, and their movement speed halved
No mercy for the wicked: for one minute.
You enemies lack empathy and mercy, have none and show them
none.
Howling freeze
2nd-level evocation (Cleric, Wizard, Warlock)
Frost Warden Magic
You gain conclave spells at the ranger levels listed in the Frost Casting Time 1 action
Warden Spells table. These are always prepared and don't Range: Self (20- foot cone)
count against your list of prepared spells.
Components: V, S
Frost Warden Spells
Duration: Instantaneous
Levels Spells
3rd Ray of frost, fire shield The cold howling freeze bursts forth from your hands. All
creatures in a 20-foot cone radius in front of you must succeed on a
5th
Dispel magic, Rime’s Binding Ice Dexterity saving throw. On a failed save a creature has a -3 on
9th
Counter spell, Glyph of Warding
saving throws against any of your cold spells for the next minute,
or until it succumbs to the merciless cold. If the creature fails the
13th Elemental Bane, Ice Storm saving throws by 5 or more, it succumbs to the merciless cold.
17th Cone of Cold, Freezing Sphere
Icy Bond
At 1st level, you 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. You can cause cold damage with
the chosen weapon, instead of the normal damage of the weapon.
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 up to one bonded weapon, and if you attempt to bond with a second weapon, you must break the bond with the first one. At 5th
level, you can bond with a second weapon, but can only summon one of them using your bonus action.
Icy Bond Extra Damage

From the 2nd level onward, when you hit with your bonded weapon and deal damage, you deal extra cold damage based on your Frost Warden
level, as shown on the Icy Bond Extra Damage table.

Icy Ground
At 3rd level you gain more control over the cold, and it starts to Frost mother’s spirits
affect the world around you. The ground in a 10-foot square
around you turns it into ice for 1 minute. From 9th level you gain the ability to call forth shrouded souls
faithful to the frost mother. You gain the following spell.
The ice in the ground creates difficult terrain for creatures other
than you for the duration. When the ice appears, each creature Spirit Shroud
standing in its area must succeed on a Dexterity saving throw or 3rd level necromancy
fall prone. A creature that enters the area or ends its turn there must
also succeed on a Dexterity saving throw or fall prone. Casting Time: 1 bonus action
Range: Self
You freeze the water in the area, provided that there are no Components: V, S
creatures in it. The water unfreezes in 1 hour. Duration: Concentration, up to 1 minute

You can use this feature during combat a number of times equal to You call forth spirits of the dead, which flit around you for the
your Charisma modifier, and regain your uses after finishing a spell’s duration. The spirits are intangible and invulnerable.
short or a long rest.
Until the spell ends, any attack you make deals 1d8 extra damage
when you hit a creature within 10 feet of you. This damage is
radiant, necrotic, or cold (your choice when you cast the spell).
Beacon of Defiance Any creature that takes this damage can’t regain hit points until the
Beginning at 7th level, whenever you or a friendly creature within start of your next turn.
10ft of you is under the effects of a spell or other effect that allow
it to repeat a saving throw at the end of each of its turns, it can In addition, any creature of your choice that you can see that starts
repeat the saving throw at the start of its turn, possibly ending the its turn within 10 feet of you has its speed reduced by 10 feet until
effects early. the start of your next turn.

At 18th level, range of this aura increases to 30ft. At Higher Levels. When you cast this spell using a spell slot of
4th level or higher, the damage increases by 1d8 for every two slot
levels above 3rd.
The cold embrace
From 7th level you have immunity to cold damage. You can imbue Cold Magic
+1d4 cold damage to your unarmed attacks or +1d6 cold damage
to your melee attacks. At level 9 you gain the ability to use an additional martial
architype called Cold Magic:

You learn two of the following cantrips: frostbite, shape


water or ray of frost, and Charisma is your spellcasting
ability for them. Whenever you gain a level in this class,
you can replace one of these cantrips with another from
cantrips listed.
Cold Immunity Inescapable Frost
From 10th level you are now immune to cold damage entirely.
From 17th level as the bearer of the northern lands, as you carry the
Ice Shard will of the Frost Wardens you bring upon the full wrath to your
enemies who are none the wiser.
From 14th level you gain the ability to strike your foes, piercing 5th-level evocation
them with just the palm of your hands out shoots a razor sharp Casting Time: 1 action
icicle. Range: Touch
Components: V, S
Ice Shard Duration: Instantaneous
Evocation cantrip
Causes the storm of a monstrous blizzard to blaze from your eyes,
Casting Time: 1 action you then latch onto a foe, spreading the madness. Make a melee
Range: 60 feet spell attack against a creature within range, on a hit, you grapple
Components: V, S the creature, it takes 3d6 cold damage and 3d6 force damage while
Duration: instantaneous the creature succumbs to madness.
Classes: sorcerer, wizard

An icy shard shoots from your outstretched hand. Make a ranged


spell attack against a single creature, dealing 1d6 cold damage on a From a mere mortal to something beyond, the frost wardens wraths
successful attack. If your attack roll deals critical damage, the will finally quench and emerge enlightened choosing to either
target becomes vulnerable to cold damage until the start of your pursue their own calling or to assist their goddess to greater
next turn. Creatures resistant or immune to cold damage do not lengths.
become vulnerable.
You become a planeter.
This spell’s damage increases by 1d6 when you reach 5th level
(2d6), 11th level (3d6), and 17th level (4d6).
Planeter
Large celestial, Lawful Good
Glacial Burst
Armour Class 19 (natural armour)
Hit Points 200 (16d10 + 112)
From 14th level in times past, every single person who attempted to Speed 40 ft., fly 120 ft.
control the Glacial Ice succumbed to madness after a desperate
internal struggle. This incantation is testament to a meagre victory.
STR DEX CON INT WIS CHA
5th-level evocation 20 (+5) 24 (+7) 24 (+7) 19 (+4) 22 (+6) 25 (+7)

Casting Time: 1 action


Range: 90 feet Saving Throws: CON +12, WIS +11, CHA +12
Components: V, S Skills: Perception +11
Duration: Instantaneous Damage Resistances: Radiant; Bludgeoning, Piercing, and Slashing from
Nonmagical Attacks
Condition Immunities: Charmed, Exhaustion, Frightened
Concentrated blasts of the yellow flame of frenzy are released from Senses: True sight 120 ft., Passive Perception 21
your eyes. Choose a creature within range that you can see. It must Languages: All, Telepathy 120 ft.
succeed on a Dexterity saving throw or take 10d8 fire damage and
must make a Wisdom saving throw. On a failed save it has -2 on Proficiency Bonus: +6
saving throws against madness for the next minute, or until it
succumbs to madness. If the creature fails the saving throw by 5 or Angelic Weapons. The planetar's weapon attacks are magical. When
more, it succumbs to madness. the planetar hits with any weapon, the weapon deals an extra 5d8 radiant
damage (included in the attack).
Divine Awareness. The planetar knows if it hears a lie.
Crystal Hide Innate Spellcasting. The planetar's spellcasting ability is Charisma
(spell save DC 20). The planetar can innately cast the following spells,
Starting from 15th level, if you are dealt damage by an attack or requiring no material components:
spell made by a hostile creature. You may use your reaction to At will: detect evil and good, invisibility (self only)
3/day each: blade barrier, dispel evil and good, flame strike, raise dead
reduce the damage by an amount equal to your paladin level. 1/day each: commune, control weather, insect plague
Magic Resistance. The planetar has advantage on saving throws
against spells and other magical effects.

Actions
Multiattack. The planetar makes two melee attacks.

Great sword. Melee Weapon Attack: +12 to hit, reach 5 ft., one
target. Hit: 21 (4d6 + 7) slashing damage plus 22 (5d8) radiant damage.

Healing Touch (4/Day). The planetar touches another creature. The target
magically regains 30 (6d8 + 3) hit points and is freed from any curse,
disease, poison, blindness, or deafness.

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