Base Class: Fighter
You have reached out to yor heritage that leads back as far as the cold north were your ancestors adapted, overcame and conquered the icy terrain and made it their own. You have gained the abilities necessary to handle rough terrain and freezing eviroment. As far as being an offspring of the fabled race of the mighty Frostgiants, you have gain the power to control the cold-edged ice to your advantage and retaliate with numbing fury.
Avalanche
At 3rd level, weapon attacks that deal Cold damage may crit at a score on a hit roll of 18 to 20.
Thick-Ice
Starting at 3rd level, you can add your STR proficiency bonus to any Strength, Dexterity, or Constitution check, Saving throw, you make.
Cryo Master
At 7th level, you can select between 3 masteries of the cryo arts. The cryo arts can be swapped between long rests.
Cryoarmor
By mastering this ability you can conjure an armor of ice around your body that increases your AC by 2 points. Any hostile that attacks you while wearing this armor, if the hit roll is lower or equal than your total AC, the enemy hits the icy-spiked armor and takes 1d10 + STR modifier Cold damage. This armor can withstand up to 3 hostile hit rolls, regardless of succeeding the hit or failing it.
Cryomancer
By choosing this mastery, you gain the ability to create weapons made of pure ice, each weapon requires 1 action and its duration lasts until dismissed. Additionally, you can add cold damage to any weapon, item or attack at will, replacing its element type damage.
Cryoshield
Mastering this ability grants you the power to conjure a shield of ice in front of you that can withstand attacks. This shield has half of your hit points.
Cold Feet
At 10th level, whenever you deal cold damage, the target must do a CON Saving throw of 16 or higher. on a fail, the target gets covered in ice giving him a disadvantage of -2 on saving throws and hit rolls and limiting its movement to 10 ft. for 2 of its own turns. This ability can't be stacked.
Everest
At 10th level, you unleash a will as tall as a mountain doubling your current hit points temporarily. If your hit points reach 0, you can use this ability to regain full health once per long rest.
Deep Freeze
Starting at 15th level, when you hit an enemy with cold damage, he must make a CON 18+ Saving throw, on a fail, the enemy is frozen solid incased on ice for 3 of its own turns. This enemy gains +2 AC due to being inside thick ice, but any successful hit on him takes double damage. Once the enemy frees itself from the icy prison, its AC goes back to normal, but has disadvantage -2 on hit rolls and it can only move up to 10 ft.
This ability can only be used once per long rest.
Flash Freeze
Starting at 18th level, you can unleash the full extent of your power making a blizzard in the battlefield that transforms the terrain into your favorable terrain; an everwinter icy cold arena. While this terrain is active, enemies take 1d10 bonus cold damage on every attack that deals cold damage, enemies get disadvantage on rolls and cannot move more than 10-15 ft. Any creature that is flying when this ability takes place, crashes into the ground raking 1d20 Force damage and cannot fly again more than 10 ft. from the ground. This ability can only be used once per long rest. Allies must make a CON 15+ when this ability takes place, on a fail, they take 1d10 cold damage.
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