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animorte
2023-01-28, 12:54 AM
Welcome to the 5e D&D Base Class Contest XXIII (23)!

Congratulations to our recent victor of Death Itself! Legionnaire (https://forums.giantitp.com/showsinglepost.php?p=25667967&postcount=1) by Gnomes2169.


Our voted theme for this next contest is…

Time to Chill Out:

Anything related to Winter, ice, or any cold things in general. What a great theme for getting us through the rest of this winter season! Do you live in a warmer climate and dream of a class that can control the weather, launching blizzards and bringing snow? Perhaps you've seen one too many abominable snow monsters done wrong. Do you enjoy the winter Olympics and have all kinds of cool ways to implement those various sports? Maybe you just really want to construct the mechanics for a proper snowball fight.


The class you homebrew should fit the theme. You can interpret the theme as broadly as you like without risk of disqualification, but doing so may reduce your chances of earning votes during the voting period.
You may only create one base class. If you create more than one class then you must choose which one to enter and remove all the others from this thread and the contest (making them invalid) . If you do not specify which one you favor by the time voting begins, all of your content is invalid.
When you submit your class you must create a post on this thread which either has the content or holds a link to it. You may also optionally create one other individual thread for your class on the homebrew design sub-forum. If it is found that you have revealed your class on another site or on another thread than one on the homebrew design sub-forum, your entry will be considered invalid. If you do make a specific thread for your class, please mention its involvement to the competition in that thread. If you use external formatting resources such as Homebrewery, or GMBinder it is recommended that you also create a PDF of the content and share it here.
You may use other homebrew content (such as feats, spells, magical items and monsters) or even features to supplement your class, provided you have permission from the original creator and provide links to the source. Failure to receive permission from the original creation will disqualify you from entry in the current contest.
Your class must have fully completed mechanics and descriptions for it to be valid. Entries are due by 11:59 PM Central Time on the deadline. Any submissions after this point are invalid. No changes can be made to your class while voting is taking place. Failure to comply with the previous rule will result in disqualification.
Any content which has been declared invalid by the rules above cannot be voted for, but you may decide to remove it from the contest and create another class instead. If you are disqualified then you are not allowed to enter any more homebrew for this competition, though you may still vote and later enter the next competition.
Please note that misunderstandings occur, if you break a rule which results in disqualification it might be excused if you can convince the group that it was a result of confusion over the rules.

Contests stay up for 6 weeks unless an extension is requested by participants. Voting threads then go up for 2 weeks before the next contest begins.

New D&D 5e Base Class Contest: Discussion Thread (https://forums.giantitp.com/showthread.php?649862-New-D-amp-D-5e-Base-Class-Contest-Discussion-Thread&p=25585555#post25585555)

Deadline: March 11th will be the deadline for this contest. The voting thread will open the following day and stay open for 2 weeks.

Gnomes2169
2023-01-28, 09:28 AM
Just squeaked out that win there, probably wouldn't have if Animorte hadn't waited until the last day to post the Gatekeeper. :smalltongue:

BUT I SHALL NOT JUST REST UPON MY LAURELS! Indeed, I must CONTINUE to strive for excellence! And I SHALL.

My entry will be The Frostheart (https://forums.giantitp.com/showthread.php?653620-Class-creation-contest-The-Frostheart&p=25692963#post25692963)

sengmeng
2023-02-07, 05:08 PM
Minnesotan
Yah, sure, you betcha

Hitpoints

Hit Dice: 1d10 per Minnesotan level

Hit Points at 1st Level: 10 + your Constitution modifier

Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Minnesotan level after 1st

Proficiencies

Armor: Light armor

Weapons: Simple weapons.

Saving Throws: Constitution, Strength

Vehicles: Land

Skills: Choose three between Athletics, History, Nature, Perception, Persuasion, Survival, and Stealth.

Equipment
You start with the following equipment, in addition to the equipment granted by your background:

a simple weapon
(a) five javelins or (b) any simple melee weapon
(a) a dungeoneer's pack or (b) an explorer's pack
Leather armor



Level
Proficiency Bonus
Features


1
+2
A Bit Chilly, High School Sports


2
+2
Minnesota Nice, Midwest Goodbye


3
+2
Midwest Cuisine, Ope


4
+2
Ability Score Improvement


5
+3
Extra Attack


6
+3
Sport Feature


7
+3
Nor'Wester


8
+3
Ability Score Improvement


9
+4
Brittle


10
+4
Sport Feature


11
+4
Cold Snap


12
+4
Ability Score Improvement


13
+5
Uff Da


14
+5
Sport Feature


15
+5
Extra Attack (II)


16
+5
Ability Score Improvement


17
+6
Oh Fer Th' Lov'a Pete


18
+6
How 'Bout Dem Vikings?


19
+6
Ability Score Improvement


20
+6
Tundra Lord



Class Features
The following are class features of the Minnesotan

A Bit Chilly
No Minnesotan would ever admit to being cold. When it hits -35, that's a bit chilly. As long as they have a shirt on, no Minnesotan is ever subject to ill effects because of cold weather, until it hits -45, the point at which it becomes coat weather. Minnesotans also have resistance to cold damage, and advantage on Nature, Survival, and Land Vehicle checks in below freezing temperatures.

High School Sports
Go team! Minnesotans are basically defined by the sport they join in high school. Your choices are Wrestling, Hockey, and Football.Unarmored Defense
While you are not wearing any armor, your armor class equals 10 + your Dexterity modifier + your Constitution modifier. You cannot use a shield and gain this benefit.

Beginner Wrestling Moves
Selecting wrestling as your sport gives you access to several wrestling moves at first level

Takedown
This allows you to shove a creature prone as a bonus action if they are grappled by you.

Slam
When you use Takedown, you may end the grapple as you shove them prone to deal bludgeoning damage equal to 1d6 + your strength bonus.

Sprawl
You have advantage on athletics or acrobatics checks to avoid being grappled.

Powerful Build
Beginning at sixth level, you gain Powerful Build, treating yourself as size large when figuring your carrying capacity. Additionally, your speed is not halved when moving a grappled creature.

Intermediate Wrestling Moves
At tenth level, you learn some more advanced wrestling moves.

Reversal
If a creature attempts to grapple you and you beat its athletics check, you can spend your reaction to grapple them automatically.

Pin
If you start your turn grappling a prone creature, you can deal bludgeoning damage equal to 1d6 + your strength bonus. This does not require an action.

Sacrifice Throw
You can shove a creature you have grappled prone without using an action or needing to make an Athletics check if you also become prone yourself. Your movement becomes zero until the beginning of your next turn.

Collegiate Wrestling
Beginning at fourteenth level, you count as a size larger with regards to creatures you can grapple and which creatures can grapple you, and the damage from Slam and Pin becomes 2d6 + your strength bonus.Skate
Beginning when you choose Hockey as your sport at first level, you gain the Skate ability. Your speed is treated as ten feet higher if you move only in a straight line, and ice and snow are not difficult terrain for you.

Fighting Style
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

Defense While you are wearing armor, you gain a +1 bonus to AC.

Dueling When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Unarmed Fighting Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.
At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.

Body Check
Also at first level, if you move and hit an opponent with an unarmed strike or a quarterstaff, you may shove them as a bonus action. If successful, they take bludgeoning damage equal to your Strength bonus.

Five For Fighting
Beginning at sixth level, you can take a short rest in only five minutes. Once you have used this ability, you must finish a long rest before you can use it again.

Hat Trick
Beginning at tenth level, if you roll initiative and bring three creatures to zero hitpoints before combat ends, you regain all expended hitdice, remove any levels of exhaustion, and regain your use of Five For Fighting if it has been expended.

Miracle On Ice
Beginning at fourteenth level, your speed bonus from the Skate becomes twenty feet and increases to thirty feet in below freezing temperatures, and your damage from the Body Check ability becomes twice your strength bonus.

Tackle
Beginning at First level when you choose this sport, if you move at least ten feet in a straight line towards a creature, you can grapple and shove that creature prone with a single athletics check, in place of an attack.

Football Pads
Also at First level, you gain medium armor proficiency.

Position
At sixth level, you choose your position on the team: Lineman or Running back

Lineman
You gain expertise in Athletics.

Running Back
You can Dash as a Bonus Action

Teamwork
Beginning at tenth level, if a creature in your reach attacks another creature in your reach, you can use your reaction to impose advantage or disadvantage on the attack.

Drive
Beginning at fourteenth level, when you make an opposed athletics check to grapple or shove a creature, you get a +2 bonus for every five feet you moved in a straight line towards them, and when you successfully shove or grapple a creature, they take damage equal to the amount by which you exceeded their Athletics or Acrobatics check to resist it.Minnesota Nice
At second level, you gain proficiency with Persuasion, or expertise if you have Persuasion proficiency already.

Midwest Goodbye
Beginning at second level, Minnesotans enforce their version of politeness on those around them: taking as long as 45 minutes to say goodbye. In combat, this allows them to use their reaction when a creature adjacent to them takes the disengage action to reduce that creature's speed to 0 until the beginning of their next turn.

Midwest Cuisine
While others might find it rather bland, Minnesotans are proud of their food and drink traditions. Beginning at third level, on a short rest, you can produce and consume a variety of snacks which give various benefits to a number of creatures equal to your proficiency bonus. A creature can only benefit from one of your snacks at a time, but you can give each creature the same or different snacks, or whatever combination you want.

It's called pop
After consuming this fizzy, sugary, caffeinated drink (sometimes called soda or even coke by barbarians), you can use your bonus action to take two actions that you would normally be able to take as bonus actions. You may use this once after drinking pop, and the ability is lost if you take a short or long rest without using it.

I don't get much done without my coffee
After drinking coffee, you remove one level of exhaustion. If you have no levels of exhaustion, the next one you would get is canceled, unless you take another short or long rest, in which case the coffee has no effect.

Tater tot hotdish
You end the short rest with temporary hitpoints equal to 1d6 + the Minnesotan's proficiency bonus. If they haven't been lost, they go away the next time you take a short or long rest.

Watch out for the lutefisk
After consuming lutefisk, you are immune to poison and the poisoned condition until you finish a short or long rest.

Ope
Just gonna scooch past ya there... also at third level, you learn the other component of Minnesotan manners: warning others of your intent to squeeze past them with the magic word "ope." You can sacrifice ten feet of movement to benefit from the disengage action and move through the spaces of hostile creatures (you cannot end your turn in a hostile creature's space).

Extra Attack
Beginning at fifth level, when you take the attack action on your turn, you can attack twice instead of once.

Nor'Wester
Beginning at seventh level, you can summon a blast of icy weather as an action. When you activate Nor'Wester, you can cause a creature of your choice within 30 feet to have to make a Constitution save vs 8 + your proficiency bonus + your charisma bonus or take 1d4 cold damage per two levels of Minnesotan that you have (rounded down) and be pushed up to ten feet in a direction of your choice. For that round and a number of rounds equal to your proficiency bonus, you gain all benefits associated with being in below freezing temperatures. Once you have used Nor'Wester, you must finish a long rest before you can use it again.

Brittle
Beginning at 9th level, any creature damaged by cold from your Nor'Wester ability gains vulnerability to bludgeoning damage as long as Nor'Wester is active.

Cold Snap
Beginning at 11th level, you regain your use of Nor'Wester on a short or long rest.

Uff Da
There doesn't seem to be any real translation to this phrase, but... Uff Da. Beginning at thirteenth level, you can spend your reaction to force a reroll on any d20 roll on a save, ability check, or attack roll that you or a creature in sight makes. You can do this a number of times equal to your charisma bonus, minimum one. Once you have used all uses of Uff Da, you must finish a short or long rest to regain all uses.

Extra Attack II
Beginning at fifteenth level, you may make three attacks when you make the attack action on your turn.

Oh Fer Th' Lov'a Pete
Beginning at seventeenth level, when you use Uff Da, you can choose to have the reroll be made with advantage or disadvantage.

How 'Bout Dem Vikings?
Beginning at eighteenth level, the Minnesotan can channel the rage over his homeland's sports team into battle. As a bonus action, you enter a berserk rage only known to severely disappointed sports fans. This rage lasts for one minute. You gain advantage on strength saves and checks. Your Strength bonus is doubled when figuring damage. You gain resistance to all damage except psychic. Your fanboy rage ends early if you do not take or deal damage in a turn. Once you have used this ability, you must finish a short or long rest before you can use it again.

Tundra Lord
At twentieth level, you gain +2 to three ability scores of your choice, and you can raise an ability score to 22 through this ability, and you gain immunity to cold damage.

Notafish
2023-02-12, 07:22 PM
The ‘New Orc’ Ranger
Background
For generations, orcish warbands relied on a single strategy: the brutal frontal assault. While often effective against small garrisons and poorly-defended caravans, the orcs were a poor match for the professional militaries fielded by the dwarves, humans, and hobgoblins of the early Third Epoch. However, the reforms of Warchief Gretzkar (now known as “the Great One” in the orcish histories) led to the development of a new style of fighting: one focused on teamwork and flexible tactics, rather than a single massed charge. Gretzkar's elite forces, dubbed the "New Orc Rangers," proved formidable foes. Although the wars of the Northern Wastes are long past, the combat styles pioneered by the Great One are still used by mercenaries and adventurers - orc and non-orc alike - across the known world.

Hawk Keys
The Great One’s methods were unorthodox, but effective. Notably, Gretzkar was the first Warchief to incorporate team sports into the orcish training regimen. The most famous of these sports was called “Hawk Key”, and involved two teams vying to be the first to get a totem of their mascot (usually a bird of prey, in the Northern Orc Tribes) into a goal guarded by the opposing team, thereby "unlocking" the win. The Great One’s generals were skeptical of this approach to combat as sport, but the Great One’s victories convinced them otherwise. The games taught the squads how to communicate while in action, how to adapt to changing situations, and how to balance defense with aggression. While the Great One’s teams of Rangers all shared a number of abilities that enhanced their team effectiveness, their roles were defined within their teams according to their positions in the games: Forwards (speedy skirmishers) Enforcers (resilient all-round combatants), and Keepers (observant commanders).

Hit Dice: 1d10 per New Orc Ranger level
Proficiencies: Light armor, shields, simple and martial weapons
Saving Throws: Strength, Wisdom
Skill list: Choose 2 from Animal Handling, Athletics, Intimidation, Medicine, Perception, Persuasion, Stealth, or Survival

1) Gloves Off (1d4 unarmed combat damage), Icewalk (ice- even magical ice - is not difficult terrain for the New Orc Rangers), Designate Rival (The "advantage on intelligence checks" part of Favored Enemy, but may designate a faction instead of a phenotype. The enemy type must have been encountered before and a Rivalry may be abandoned for a new one over the course of 24 hours of downtime.)
2) Team Spirit New Orc Rangers may tap into their team spirit by taking a standard action to initiate a battlecry; allies can join in as a reaction. All who join in the cheer gain 1d6 bonus damage on their attacks until the end of the initiator's next turn. This bonus increases at levels 10 and 10, and additional benefits are conveyed to New Orc rangers, depending on their subclass. This feature may be used a number of times equal to half the character's Proficiencybonus/short rest (round down), with one extra use per short rest against a Designated Rival.
3) Athletic Training, Team Position Features At third level, New Orc Rangers have trained sufficiently to be proficient in Athletics (if they weren't before), or to have expertise in athletics if they had the skill on their proficiency list before their 3rd level. Additionally, they begin to specialize in one of three "team positions".

a. Forwards: +10 Speed, bonus action Dash/Disengage.
b. Enforcers: Medium Armor, bonus action push/grapple/climb attempt on charge (10+ feet of movement)
c. Keepers: Medium and Heavy Armor, 1/3 casting from Cleric/Druid lists (spells known, advancing in line with the Eldritch Knight table)
4) ASI
5) Extra Attack, Speed Drills In addition to the extra attack feature typical of martial classes, NORs of 5th level or higher are also sufficiently trained at sprinting that they gain an additiona 10 feet of movement, provided they are not wearing armor with which they are not proficient.
6) Team Position Features:

a. Forwards: Action Surge 1/short rest
b. Enforcers: Mark Enemy 1/short rest (bonus action to gain advantage on attacks and intimidation attempts vs designated foe - this feature requires concentration, and lasts up to one minute)
c. Keepers: may deflect missiles as if using the monk feature, however, projectiles may not be redirected unless you have a source of ki points to use. Keepers do not use their reaction when deflecting missiles.
7) Hawk Key Puck: A New Orc Ranger of sufficient level may use a bonus action to summon a fey mascot of their training group - a Hawk Key Puck. The mascot hovers near its summoner unless the summoner uses a bonus action or standard action to send it to an ally who is visible within 100 feet. It takes no actions in combat, but acts as a source of [summoner level] temporary hit points for the nearest ally, vanishing once expended. If 2 or more Pucks are within 100 ft of each other they are both annihilated in a puff of mist). This feature may be used once per short rest.
8) ASI
9) Power Play - When a high-level New Orc Ranger reduces an enemy to 0hp, they may use a bonus action to call a "Power Play," capitalizing on the success. Until the start of their next turn, the initiator and up to 5 allies within 100 feet act as if under the effect of a Haste spell. However, a Team Spirit chant may be initiated in addition to the options listed in the Haste spell description. This feature may be used once per short rest.
10) Team Spirit damage increased 2d6
11) Team Position Team Spirit Effects:

a. Forwards: When affected by Team Spirit, add 1d8 to attack
b. Enforcers: When affected by Team Spirit, add 1d8 to damage
c. Keepers: When affected by Team Spirit, gain +5ft reach
12) ASI
13) Home Ice Advantage (Gain Advantage on Saves when under the effect of a Team Spirit chant)
14) Glowing Hawk Key Puck (summoner's subclass Team Spirit effect is applied to allies protected by the Puck, or amplified (double dice or reach modifier) for matching effect when TS is active)
15) Penalty Box (1/long rest spell-like ability mimicking Force Cage)
16) ASI
17) Team Position Features

a. Forwards: Proc Team Spirit on Critical Hits
b. Enforcers: Proc Team Spirit when a Marked Enemy or Designated Rival is reduced to 0hp
c. Keepers: Proc Team Spirit when a reaction attack hits or Deflect Missiles is used
18) Time Out (1/long rest spell-like ability mimicking Time Stop)
19) ASI
20) Open Net (Power Play can be invoked at any time - no need to fell an enemy), Team Spirit damaged increased to 3d6

Just to Browse
2023-03-04, 09:30 PM
Really liking the idea of a dedicated thread. Lets me add design notes in a central place, and it's way easier to search my browser history when I realize I need to make edits. So with that, here is

The Jasarker (https://forums.giantitp.com/showthread.php?654636-The-Jasarker-(Base-Class-Contest)&p=25723879)

animorte
2023-03-11, 04:25 AM
The Snowman

Powdered Renown
Many folks from the farthest walks of life are joined by some very simple things. The beauty of music and stories. Some things transcend the difference of language and history. The idea of unity is simpler found than many would suggest. One common theme from nearly every corner of the material plane lies within many of those translations. Everywhere you go, a new tale is woven of the latest snowman.

Everyone has learned something from the snowman and all ages incorporate this legend into their lives. Military strategy has roots placed in the simple art of throwing and dodging, even building fortification. Basic living needs can be found as some cultures must use the frosty substance as formal structures. Most common of all is that each individual develops their own image of what the snowman looks like. Some folks make copies of themselves, loved ones, favored animals, and even the symbols of their faith.

Just as there are positive influences seen everywhere, the snowman has also been known as an enemy of the populace. They rarely seek out trouble, but are distinguished in their own regard for the ruthless defense of their own homes. A great number of stories have also been shared about the nightmares left in their wake.

Hot and Cold - Day and Night
Whether good or bad, hailed by society or isolated from it entirely, the snowman has a profound presence in the stories and its many art forms. Consider what your past looks like and decide if you are one that befriends the average individual or someone that can't be trusted to share, not to mention everything in between.

Not all hailed snowmen are pleasant and vivacious. Some may be more reserved, but perhaps still kind. Every isolated snowman does not cast out all visitors. Some might seek to restore the land for others.




Hair with frosted tips
and eyes the color sky.
Speak with purple lips,
they're anything but shy.

Some of them are kind,
sharing love and dance.
Others speak their mind,
never-ending rants.

When you're out alone
and a chill is in the air,
it cuts deep to the bone
and provides a little scare.

Each moment in the cold
draws life from the day.
Take heed the tales of old
and try to run away.

No matter which you spot,
may your wits stay strong.
Be careful that you not
forget this very song.



You must have a Strength score of 13 or higher in order to multiclass in or out of this class.

Class Features
As a snowman, you gain the following class features.

Hit Points
Hit Dice: 1d10 per snowman level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per snowman level after 1st

Proficiencies
Armor: Light armor, medium armor, and shields
Weapons: Simple weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two from Animal Handling, Athletics, History, Insight, Medicine, Nature, Perception, Persuasion, and Survival.

Equipment
You start with the following equipment, in addition to the equipment granted by your background:

(a) any simple melee weapon and a shield or (b) two simple weapons
(a) scale mail or (b) leather armor
an explorer's pack

Just Chillin'
You are able to hinder your enemies in many ways through attacks and various abilities. Most of this involves some way to slow down everything as you teach the ways of remaining cool and collected. All of these use your Constitution modifier when setting the saving throw DC.


Chill save DC = 8 + your proficiency bonus + your Constitution modifier

Snowball
At 1st level, you express a basic level of ranged combat. When you take the attack action, you can create a magical snowball in your hand and throw it as part of the same attack. This snowball has the Thrown and Finesse properties and a range of 20/60 feet. This attack deals bludgeoning damage equal to 1d6 + your Strength (or Dexterity) modifier.

Snowflake
Also at 1st level, your enemies are in serious danger of becoming completely frozen. When you deal damage to a creature, that target is marked for 1 minute. When you deal damage to a marked creature, you can choose for the snowflake to explode. The target must succeed on a Constitution saving throw or take 1d6 cold damage. On a successful save, the target takes half damage. This damage increases to 2d6 at 5th level, 3d6 at 11th level, and 4d6 at 17th level.

A target cannot be marked more than once in the same turn. The number of creatures marked at any given time cannot exceed your Constitution modifier. Multiple snowflakes can be triggered at the same time. The snowflake can be removed with Dispel Magic or Remove Curse.

Drift Origin
At 2nd level, the history you drifted from has shaped your true form. Choose the Hailed Origin or the Isolated Origin. Your choice grants you features at 2nd level and again at 6th, 10th, 14th, and 18th levels.



Hailed Origin

The snowman has been legend for as long as can be remembered. It has taken many forms depending on the location and the environment. All manner of civilizations have embraced the snowman as one of their own, many even finding ways to create more. A snowman of Hailed Origin need never worry about acceptance as their history speaks for itself. They are able to travel unhindered through all lands and make friends everywhere they go. Because of this, the snowman that is hailed in popular culture has learned a great many things.

Every culture has a song about the snowman's many forms. In one instance, a touch of chill upon the wind will brush your face. In another instance, an article of clothing seems to bring an inanimate subject to dancing life. Blocks of ice are carved into artistic ideals and held as temporary trophies. Warfare is imitated through child's play as they construct basic walls of defense. Depictions of celestials are shaped into the ground.

Sculpting
When you take this origin at 2nd level, you gain the ability to take many forms. After completing a short or long rest, you may change your form to another humanoid shape of the same size. This form cannot accurately disguise you as any specific target.

In addition, choose two skills you are already proficient with to gain expertise in or gain proficiency in two more skills from the following: Deception, History, Performance, and Persuasion.

Snowstorm
At 6th level, you are able to summon a light blizzard that allows you and your allies to move undetected. As an action, you create a concealing flurry of snow out to a 30 foot radius centered on you. You and any creatures of your choice within the area have advantage on Dexterity (Stealth) checks and can't be tracked by nonmagical means. This storm lasts for 1 hour unless you choose to end it as a bonus action.

Once you have used this feature, it can't be used again until you complete a long rest.

Sledding
At 10th level, you can offer a joy ride for increased mobility. As a bonus action, choose yourself or another creature. For 1 minute, the target can take the Dash or Disengage action as a bonus action. The target can also move through the space of another creature without provoking opportunity attacks, but cannot end its turn in the same space as another creature. You cannot benefit from this effect while melting.

Once you have used this feature, it can't be used again until you finish a short or long rest.

Fortress
At 14th level, your barricade can be formed to offer better protection or trap enemies. As an action, when you summon a magical wall with Barricade, you can choose it to have the following features:

It takes the form of a 10 foot cube instead.
A creature inside of it has full cover.
The walls and ceiling are completely opaque.

Perennial
At 18th level, you embody the ongoing celebration of your existence. You can re-establish yourself as the living legend. When you reach zero hit points, you may use a reaction to remain at one hit point instead. As part of that same reaction, you immediately teleport to that spot within 60 feet of you in a brilliant flash of frost. Every creature within 10 feet of your starting point and your ending point must make a Constitution saving throw or take 4d10 cold damage and becomes incapacitated until the start of your next turn. On a successful save, a creature takes half damage and is not incapacitated. This damage cannot be reduced by resistance or immunity. You gain a number temporary hit points to the number rolled on the die.

Once you have used this feature, it can't be used again until you complete a long rest.





Isolated Origin

A snowman of the Isolated Origin doesn't know the potential kindness of humanity. It lives among the beasts and at the mercy of nature. It fends for itself and survives despite the complete isolation. This doesn't mean that is has gone without acknowledgement. In fact, it's quite the opposite. Many stories have made their way to campfires and dinner tables. When one is encountered in the wild, fear is established among the few survivors.

The isolated is in touch with the land and understands how to manipulate it at will. The mountains seem to be a mere suggestion away from flattening a town. Merchants, travelers, and even armies make detours around habitats suspected as being home to one. There are very few that are brave enough venture on these route. There are even fewer brave enough to think they can hunt one down.

Abominable
When you take this origin at 2nd level, some of your physical attributes are altered in this new image. You gain the following features:

Your melee attacks have a reach of 10 feet.
Your unarmed strikes deal bludgeoning damage equal to 1d6 + your Strength modifier.
While you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Constitution modifier.

Roll-Out
At 6th level, you can pack a much larger snowball for devastating effects. Once on each of your turns, when you create a magical snowball for a ranged attack, you can instead choose to roll a bigger one on the ground. This larger snowball travels in a straight line up to 30 feet. Any creature caught in the path must make a Dexterity saving throw or take 3d8 bludgeoning damage and be knocked prone. On a successful save, a creature takes half damage and does not fall prone. You cannot use this feature and move more than 5 feet in the same turn.

In addition, your unarmed attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Avalanche
At 10th level, you enforce the wrath of nature to halt your enemies. As an action, a massive amount of snow and ice falls on a 30 x 30 foot square centered on a point you can see within 60 feet. Any creatures in the area must make a Strength saving throw or take 2d10 bludgeoning damage and 2d10 cold damage and becomes restrained. On a successful save, a creature takes half damage and is not restrained. The area is considered difficult terrain and lasts for 1 hour.

Once you have used this feature, it can't be used again until you complete a long rest.

Folklore
At 14th level, the stories of your strength precede you and the sight of you is reminder to the opposition. As a bonus action, you can choose any number of creatures within 60 feet of you. Each creature must make a Charisma saving throw or be frightened of you for one minute. A creature can repeat the saving throw at the end of each of its turns, and the effect ends on a success.


Once you have used this feature, it can't be used again until you finish a short or long rest.
In addition, your unarmed strikes now deal an additional 1d6 damage and you can choose for the attack to deal Bludgeoning, Piercing, or Slashing damage instead.

Hibernate
At 18th level, you are able stay away from ignorant travelers and foolish adventurers. As a bonus action, your senses are heightened. For 1 minute, you have resistance to all damage and attack rolls can't have advantage against you while you aren't incapacitated.

Once you use this feature, you must finish a short or long rest before you can use it again.



Heat of Battle
At 3rd level, the heat of battle begins to take its toll. As an action, you start melting and a pool of freezing water forms in a 10 foot radius and stays centered on you for 1 minute. This area is treated as difficult terrain for any creature other than you. When a creature moves into the pool, it is forced to make a Dexterity saving throw or take 2d8 necrotic damage and fall prone. On a success, it takes half damage and does not fall prone.

You can choose to stop melting as a bonus action on your turn. You can use this feature a number of times equal to your proficiency bonus. You regain all uses after you complete a long rest.

Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Extra Attack
Beginning at 5th level, you can attack twice instead of once whenever you take the attack action on your turn.

Packed Layers
At 7th level, you are able to pack on extra layers of snow to shield from danger. When you roll initiative, you gain temporary hit points equal to twice your level in this class.

Barricade
At 9th level, you can erect a protective wall of snow and ice. As an action, a magical wall takes form in a 5x20 foot space you can see within 30 feet. If a creature is in the space, it must make a Dexterity saving throw or take 2d10 force damage. The wall has the following qualities:

AC = 10 + your Constitution modifier.
Hit points = 5 x your level in this class.
Provides half-cover to anyone within 5 feet against attacks from opposite the wall.
The wall lasts for 1 minute.

At least half of the wall must be summoned within 30 feet of you. At 13th level, the wall is up to 5x40 feet and it deals an additional 2d10 force damage.

Once you use this feature, you must finish a short or long rest before you can use it again.

Icicles
At 11th level, you are able to shape your snowball into whatever shape you wish. It now deals an additional 1d6 damage and you can choose for it to deal Bludgeoning, Piercing, or Slashing damage.

In addition, when your snowflake explodes and the target fails the saving throw, they are restrained until the start of your next turn. This feature can be used a number of times equal to your proficiency bonus and you regain all uses after you complete a short rest.

Liquefy
At 13th level, the heat of battle has become much more intense. If you are already melting, as an action, you can choose to empower the effects of your melting form. Make the following adjustments:

Your size is reduced by one category.
You move at half speed.
The radius is 20 feet centered on you.
It deals an additional 2d8 damage.

Personal Flurry
At 15th level, you acquire a natural resilience in nearly any environment. You have advantage on Constitution saving throws, as long as you are not melting.

In addition, you can share this concept of safeguarding to an extent. All creatures of your choice within 20 feet of you automatically succeed on saving throws for all features of this class.

Cold Front
At 17th level, your presence reveals the bitter truth of nature. As an action, choose any number of creatures you can see within 60 feet. Each of them is immediately marked by your snowflake.

Once you have used this feature, it can't be used again until you finish a short or long rest.

In addition, your snowflake mark cannot be removed by any means short of a wish spell.

Glazed Over
At 20th level, your snowflake leaves a curse upon the enemy. As a bonus action, you can choose one creature that is marked by your snowflake. That target has disadvantage on its next saving throw until the start of your next turn.





"When the night has been too lonely
And the road has been too long
And you think that love is only
For the lucky and the strong
Just remember in the winter
Far beneath the bitter snow
Lies the seed that with the sun's love
In the spring becomes the rose."

- The Rose, Bette Midler

animorte
2023-03-12, 10:30 AM
Thread is closed. All entries looking good! I will have the voting thread up later today. :smallsmile: