Base Class: Blood Hunter
Frost Knight
Flash Freeze
When you join this order at 3rd level, you gain the Ray of Frost cantrip, using your Intelligence as your spellcasting ability. Additionally, you gain the ability to freeze a small amount of water. As an action, you can freeze water in a 5ft cube, provided there are no living creatures in the target area. The water remains frozen for 10 minutes.
Additionally you can influence wind and temperature for a variety of effects within 20 feet, effects such as:
snuffing out a small campfire
cooling a drink
making a cold gust of wind
cooling the air around you
Frost Armor
Starting at 3rd level, you learn to create armor of ice to protect yourself as well as harm those who wish to harm you. Once per Long Rest, as an action, you may gain temporary hit points equal to your Blood Hunter level, and while you have these temp hit points, any creature that hits you with a mele attack takes your Blood Hunter level in cold damage.
Winter's Veil
Upon reaching 7th level, You gain the ability to extend your control of frost out around you. At the start of your turn, you can create an aura of intense cold in a 10ft radius, centered on yourself. This area is difficult terrain for creatures other than yourself. This aura lasts for 10 minutes, or until you cancel it early (no Action required).
Brand of Creeping Frost
Starting at 11th level, your Brand of Castigation exposes a fragment of your foe’s essence, leaving them vulnerable to your Crimson Rite feature. Whenever you hit a creature with a weapon for which you have an active Rite of the Frozen, you roll an additional hemocraft die when determining the extra damage from the rite. Additionally, the branded creature has their speed halved until the end of their next turn.
Improved Winter's Veil
At 15th level, .you gain a greater mastery over your Winter's Veil. The radius of the aura created by your Winter's Veil increases to 15ft and you gain resistance to cold damage while it is active.
Boreal Mastery
Upon reaching 18th level, you become an Avatar of Winter's Fury and can call upon this power as an action once per Long Rest, using Intelligence as your spellcasting ability. For the next 10 minutes, you gain the following benefits:
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You are immune to cold damage and have resistance to fire damage.
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You can move across difficult terrain created by ice or snow without spending extra movement.
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The ground in a 10-foot radius around you is icy and is difficult terrain for creatures other than you. The radius moves with you.
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You can use your action to create a 15-foot cone of freezing wind extending from your outstretched hand in a direction you choose. Each creature in the cone must make a Constitution saving throw. A creature takes 4d6 cold damage on a failed save, or half as much damage on a successful one. A creature that fails its save against this effect has its speed halved until the start of your next turn.
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