Frostbrand
You have honed your body and soul until they reflect the eternal stillness of winter. Your breath no longer fogs, your heart no longer races, and your strikes leave trails of rime and ruin. Whether through ritual, discipline, or unnatural resilience, your essence has bonded with frost itself.
A Frostbrand doesn’t merely fight—they immobilize, isolate, and dominate. You skate across the battlefield with inhuman grace, sealing movement, locking down enemies, and freezing the very ground beneath your enemies’ feet.
Glacial Strikes
At 2nd level, your strikes begin to carry a supernatural chill.
Once per turn when you hit with a weapon attack, you deal bonus cold damage equal to your proficiency bonus.
If you hit a creature with a melee attack and haven’t moved this turn, you may force it to make a Strength saving throw or have its speed reduced to 0 until the start of your next turn.
You ignore difficult terrain caused by ice or snow, and you gain advantage on any ability checks or saving throws made to resist slipping, falling, or being moved.
Frostcraft Techniques
At 2nd level, you gain access to Frostcraft Techniques, cold-based Battle Techniques fueled by Vitality Points.
These techniques allow you to freeze terrain, slow movement, perform skatestrikes, and conjure frost-imbued weaponry. You learn two at this level and more as you level.
Icewalk
At 7th level, you gain the ability to create a shifting layer of ice beneath your feet.
You can move across liquids and vertical surfaces as though they were solid ice, leaving a brief frozen trail.
Once per turn, when you move at least 10 feet in a straight line, your next melee weapon attack deals +2d6 cold damage and the target must succeed a Dex saving throw or fall prone.
Additionally, whenever a creature within 5 feet of you is knocked prone, you may use your reaction to make a melee weapon attack against them.
Absolute Zero
At 10th level, your control over battlefield temperature becomes dominant.
As a bonus action, you can freeze a 15-foot-radius area within 30 feet into difficult terrain for 1 minute.
Creatures who start their turn or move into the area must make a Dex saving throw or have their speed halved until the start of their next turn.
Once per short rest, you may cause a creature who fails this saving throw to be restrained by ice instead of just slowed.
Additionally, your cold damage ignores resistance to cold.
Glacial Reaping
At 15th level, your strikes punish aggression and movement.
When a creature within 30 feet of you moves more than 10 feet in a turn, you may spend a reaction to hurl a jagged ice spike at them.
Make a ranged weapon attack using your Warrior ability modifier.
On a hit, the creature takes 4d8 cold damage and must make a Strength saving throw or be restrained in place by ice.
Creatures who are restrained or slowed by your effects have disadvantage on saving throws against your other Frostbrand abilities.
Rime Sovereign
At 18th level, you may manifest the full dominion of your frozen soul.
Once per long rest, you may invoke Rime Sovereign Form as a bonus action for 1 minute:
You are immune to cold damage
You may move through other creatures' spaces as if they were difficult terrain
Any enemy that starts its turn within 10 feet of you takes 2d6 cold damage
You may expend 1 Vitality Point as a reaction to automatically freeze a creature that hits you in melee, reducing its speed to 0 and dealing 2d10 cold damage
While this form is active, your movement leaves a trail of ice that causes terrain behind you to become difficult terrain for 1 minute.
Signature Move: Frozen Fang
At 3rd level, you gain the Signature Move Frozen Fang.
As an action, you summon and hurl a jagged spear of ice with precise timing and violent chill.
Choose a creature within 60 feet. Make a ranged weapon attack using your Warrior ability modifier.
On a hit, the creature takes 4d6 cold damage and must make a Constitution saving throw. On a fail:
The creature becomes restrained in ice until the end of your next turn.
You may teleport to a space adjacent to it without provoking attacks.
Once per short rest, or by spending 3 Vitality Points.
Frozen Fang Upgrade I
At 10th level, the ice spear now explodes on impact.
Choose two additional creatures within 10 feet of the target. They each take 2d6 cold damage and must succeed on a Dex save or be slowed.
Frozen Fang Upgrade II
At 18th level, you may throw two spears, each targeting a different creature within 60 feet.
On a hit, each creature takes 6d6 cold damage and becomes restrained and silenced for 1 round.
If both creatures fail their saves, you may chain freeze: cause all enemies within 10 feet of either target to take 2d10 cold damage and be pushed 10 feet away.
Mastery Combo
Pale Winterfall
Trigger: Two Combo Finishers used and 6 total combo steps in one battle.
As an action, you bring the battlefield to stillness beneath a blanket of deathly frost.
For 1 minute, a 60-foot-radius frost storm centers on you. While active:
All enemy movement is halved
All healing is reduced by half
Fire damage dealt within the area is reduced by half
Enemies who end their turn within the area must succeed a Con save or take 4d10 cold damage and be frozen in place (restrained until they take damage or succeed a Strength save)
While this effect lasts, you are hovering on a platform of ice and can move over any terrain.
At the end of the duration, the ice shatters and you drop prone unless you spend a reaction to remain standing.
Battle Techniques
Ice Step
Cost: 1 Vitality Point
Teleport up to 15 feet across the ground by skating on a flash-frozen trail.
This movement does not provoke opportunity attacks.
If you end this movement within 5 feet of a creature, you gain advantage on your next attack.
Frostlash
Cost: 2 Vitality Points
Unleash a whip of icy energy from your weapon.
Choose a creature within 20 feet. Make a melee weapon attack. On hit, deal weapon damage + 2d8 cold, and the target must make a Strength save or be pulled 10 feet toward you and slowed until the end of its next turn.
Flash Freeze
Cost: 2 Vitality Points
Create a sudden burst of frost beneath your enemies.
Each creature in a 10-foot-radius circle within 60 feet must succeed on a Dex save or take 3d6 cold damage and have its speed reduced to 0 until the start of your next turn.
Frozen Reversal
Cost: 1 Vitality Point
As a reaction when a creature misses you with a melee attack, you may:
Immediately move up to 10 feet in any direction
The attacker must succeed a Dex save or take 2d6 cold damage and fall prone
Glacial Wall
Cost: 3 Vitality Points
Erect a jagged ice wall (5 ft wide × 15 ft long × 10 ft high) within 30 feet.
Provides half cover to allies behind it
Counts as difficult terrain to climb
Lasts 1 minute or until destroyed (AC 13, 25 HP)
When created, all creatures within 5 feet of it must make a Dex save or take 3d6 cold damage
Combos
Frostslide
Trigger: Use Ice Step and hit with an attack
Effect: Your target’s speed is reduced to 0 and your next Frostcraft Technique costs 1 less Vitality Point
Freezing Crash
Trigger: Knock a creature prone and hit them on the same turn
Effect: They become restrained, and you gain 1 Momentum Die
Breath of Stillness
Trigger: Use Flash Freeze while no enemies are adjacent to you
Effect: Gain temporary HP equal to your Warrior level, and your next weapon attack deals cold damage instead of physical, bypassing resistances
Combo Finishers
Icy Prison
Trigger: After Frostslide and Freezing Crash
Effect: Encases a creature you can see within 30 feet in solid ice.
They must make a Strength save or become restrained and take 4d10 cold damage.
While restrained this way, they are incapacitated, and their next saving throw is made with disadvantage.
Fracture Blade
Trigger: After Breath of Stillness and one other combo
Effect: You launch a flurry of razor-thin ice shards in a 15-foot cone.
All creatures in the area take 3d10 slashing + 2d10 cold damage and must make a Dex save or be blinded and slowed until the end of their next turn.
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