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## Roguish Archetype ### Rimeblade Rimeblades are an obscure breed of rogue, adventurers who are imbued with the icy touch of winter. Some may have narrowly survived a frozen fate, while others may have been touched by snow-spirits or cursed while robbing a glacial tomb. They still practice their rogueish arts, but are able to summon blades of ice or conjure waves of frost to prepare their foes for a deadly strike. Rimeblades may be from any alignment or background, though something in their history will tie them to wintry powers. Once they walk the path of the Rimeblade however, they may lean towards evil, or at least selfishness - picks and knives that melt at a touch are an easy way to avoid leaving evidence, after all. Good-aligned Rimeblades may be investigators or treasure hunters, while evil Rimeblades make excellent assassins. #### Rimeblade Features | Rogue Level | Feature | |:---:|:-----------| | 3rd | Crystal Blades, Biting Cold | | 9th | Shattering Burst, Wintry Wanderer | | 13th | Snap Freeze | | 17th | Winter's Breath | \columnbreak
#### Crystal Blades When you choose this archetype at 3rd level, as a bonus action, you are able to summon a dagger of solid ice. It functions as a normal dagger in all respects, but does 1d4 piercing and 1d4 cold damage on a hit. When you deal Sneak Attack damage with it, you may turn that damage into cold damage. It melts 1 minute after it leaves your hand. You may also coat an existing weapon with ice, allowing it to function as an ice dagger for purposes of your other abilities. Features that leave behind or destroy an ice dagger function normally and remove the ice coating from the weapon. #### Biting Cold Additionally at 3rd level, you have a preternatural ability to chill your foes and take advantage of the results. You gain the abilities listed below. If any of your subclass abilities call for a saving throw or spell attack roll, the DC and spell attack modifier are determined as follows: **Saving Throw DC** = 8 + your proficiency bonus + your Wisdom modifier **Spell attack modifier** = Your proficiency bonus + your Wisdom modifier \pagebreakNum ##### Winter's Bite When you damage an enemy with your ice dagger, you may choose to leave the ice embedded in it. It takes cold damage equal to your Wisdom modifier at the start of each of its turns. Any creature within 5 feet of it can use its action to remove the ice shard. If you hit a creature with an embedded ice shard with a weapon attack, you can use your Sneak Attack against that target as long as you don't have disadvantage on the roll. ##### Crystal Burst As an action, you may explode one of your ice daggers you can see within 30 feet. A creature holding an ice dagger or within 1 foot of one must make a Dexterity saving throw; if the ice dagger is embedded in it, it makes this saving throw at disadvantage. On a failure, it takes cold damage equal to one roll of your Sneak Attack dice and its movement speed is reduced by 10 feet until the end of its next turn. On a success, it takes half as much damage and its speed isn't reduced. ##### Piercing Icicle As a bonus action, you may command your ice dagger to dig deeper into its victim. Select a creature with one of your ice daggers embedded. That creature must make a Constitution saving throw or the dagger sinks deeper, increasing the damage it takes at the start of its turns by your Wisdom modifier. #### Shattering Burst Starting at 9th level, your frost magic is more powerful. When you use your Crystal Burst ability, you may send a shard of ice flying off to strike another creature within 30 feet. Make a ranged spell attack against that creature. On a hit, it takes cold damage equal to half of one roll of your Sneak Attack dice. You can use your Shattering Burst a number of times equal to your proficiency modifier, regaining all uses after a long rest. #### Wintry Wanderer Also at 9th level, you gain resistance to cold damage, and you have advantage on Dexterity (Stealth) checks when attempting to hide on ice or snow. You can ignore difficult terrain caused by icy or snowy terrain. \columnbreak #### Snap Freeze At 13th level, you learn a new, defensive use for your frost magic. As a reaction before an enemy attempts a melee attack against you, you can immediately summon a column of ice to encase the attacker. It must make a Dexterity saving throw, or it is restrained until the end of its next turn. You can attempt to freeze a creature in this way a number of times equal to your Wisdom modifier, regaining all uses after completing a long rest. #### Winter's Breath At 17th level, your frozen blades embody the very heart of winter. When you hit an enemy with your ice dagger and deal Sneak Attack damage, you may cast *cone of cold* as part of the same action, originating at that enemy and directed away from you. You may cast *cone of cold* in this way once, regaining its use after a short rest. > ##### Elementally Adept? > If you're concerned that the Rimeblade might struggle in campaigns where many enemies have cold resistance, consider allowing Rimeblades to use any feats that enable bypassing elemental resistance (and waiving any prerequisites). ### Rimeblade quirks The following are some optional quirks for a player of this archetype to choose from. | d6 | Quirk | |:---:|:-----------| | 1 | You prefer to drink ice-cold snowmelt. | | 2 | Your breath is always chill, even in summer. | | 3 | You never met a frozen signpost you didn't lick. | | 4 | You twirl tiny icicles as a nervous habit.| | 5 | Your hair and eyebrows are always dusted with snow.| | 6 | You love popsicles. | \pagebreakNum ## Appendix 1: 5e++ If you're playing with the [5e++ ruleset by KibblesTasty](https://www.gmbinder.com/share/-Nx9KikmtGvMJUoPx3p_ "5e++"), it adds an additional subclass feature for rogues at 5th level. In order to make the {subclass-name} compatible, you can break the 9th-level Shadow Strike feature into the following two. #### Ice Dash At 5th level, you can choose to leave a trail of frost in your wake. When you take the Dash or Disengage action, you leave difficult terrain in every space you pass through until the end of your turn. This difficult terrain disappears at the start of your next turn. \columnbreak ## Change Log #### v{current-version} * Changed secondary stat from Int to Wis * Added 5e++ 5th-level feature * Fixed some grammar * Buffed Wintry Wanderer slightly #### v1.0.1 * Typo fix #### v1.0 * Updated artwork #### v0.31 * Tiny additional fix for existing weapons #### v0.3 * More clarifications & cleanup * Explicitly made Crystal Blades work with existing weapons #### v0.2 * Language tweaks for clarity #### v0.1 * Rough Draft > ##### Credits & References: > * Rimeblade created by [somanyrobots](https://www.somanyrobots.com "somanyrobots.com") > [Discord](https://discord.gg/6p6DqCxTTw "Discord") | [Patreon](https://www.patreon.com/somanyrobots "patreon.com/somanyrobots") >___ > **Art:** > * Rimeblade, by [Kassini Ilustra](https://www.artstation.com/kassiniart) >___ >**Background Image Stains** > * [Jared Ondricek](https://watercolors.giantsoup.com/) > ___ > ##### License > * © 2023 somanyrobots, [CC BY-NC 4.0](https://creativecommons.org/licenses/by-nc/2.0/) > ___ > ##### 5E SRD Content > * This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC, [available here](https://dnd.wizards.com/resources/systems-reference-document "SRD 5.1"). > > * The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License [available here](https://creativecommons.org/licenses/by/4.0/legalcode "CC-BY").