Rogue
Base Class: Rogue

Dancing between the shadows and the storm, a Rimeblade is a rogue who has embraced the icy embrace of winter, weaving frost and steel together in deadly harmony. These assassins strike with chilling precision, leaving their enemies frozen in fear—sometimes quite literally. Harnessing the power of supernatural cold, they move like a whispering snowstorm, vanishing into icy mist and striking with the deadly silence of a winter’s night.

Trained in ancient techniques, Rimeblades are more than mere assassins—they are the bringers of winter’s final breath. Their weapons shimmer with hoarfrost, their movements leave behind a ghostly chill, and those who stand against them often find their own bodies betraying them, freezing solid before they can raise the alarm.

Subzero Soul

You may create minor objects out of ice to aid you. These creations can be no longer than a foot in diameter, and quickly melt when not in your immediate vicinity. You may also choose to make these creations out of nearby liquids within 30ft of you and line of sight. You may also choose to immediately disperse created weapons and unfreeze liquids as a bonus action. You gain the ability to lengthen the creations to 2ft at level 5, 3ft at level 10, 4ft at level 15, and 5ft at level 20.

Ex, Ice claws to slash foes, or a piece of ice armor to block blows.

Cold-Hearted Killer

When you choose this archetype at 3rd level, you gain proficiency in the Stealth and [Tooltip Not Found] skills if you don’t already have it. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies. You also gain resistance to cold damage.

Frost-Fight

Your strikes carry the bitter chill of death, sapping the strength of your foes. When you hit a creature with a melee weapon attack, you can choose to channel freezing energy into the strike. The attack deals an additional 1d8 cold damage.

After hitting an enemy with a melee attack, you may force a target to make a Constitution saving throw (DC = 8 + your proficiency bonus + your Dexterity modifier) or have their speed reduced by 20 feet until the start of your next turn. Additionally, if a creature fails this saving throw by 5 or more, they are partially frozen, giving them disadvantage on the next melee attack they make before the end of their next turn. You may use this feature an amount of times equal to twice your proficiency bonus each long rest.

 

Frozen Veins

Your mastery of ice allows you to resist the cold and turn your enemies’ attacks against them. You gain the following benefits:
Icebound Resilience. You gain Immunity to cold damage, and your body becomes unnaturally resistant to the numbing effects of extreme cold. You also gain the "Tough" feat.

Frigid Reprisal. When a creature within 5 feet of you hits you with a melee attack, you can use your reaction to unleash a chilling burst of energy. The attacker takes cold damage equal to your Dexterity modifier + half your rogue level (rounded up) and must make a Constitution saving throw (DC = 8 + your proficiency bonus + your Dexterity modifier). On a failure, their movement speed is reduced to zero until the end of their next turn. ty modifier). On a failure, their movement speed is reduced to zero until the end of their next turn.

Heart of the Blizzard

Eternal Winter. You are now immune to difficult terrain caused by ice or snow, and cover an area with ice in a 30ft diameter. This does not do damage, but any terrain in that 30ft area becomes difficult terrain. You may use this ability a number of times equal to your proficiency bonus per short rest. Additionally, you can walk across water and vertical surfaces as long as they are covered in ice.

Rimefang Execution. Once per turn, when you hit a creature with a Sneak Attack, you can choose to unleash a burst of glacial energy. The target must make a Constitution saving throw (DC = 8 + your proficiency bonus + your Dexterity modifier). On a failure, the target takes additional cold damage equal to half your rogue level and is paralyzed until the end of your next turn, as ice encases their body. On a success, they take half damage and their speed is reduced to 0 until the end of their next turn.

Iceborn Phantom. When you take the Dash or Disengage action, you can momentarily dissolve into a flurry of snow and ice. Until the end of your turn, you become heavily obscured, gain resistance to all damage except fire and psychic, and do not provoke opportunity attacks.

Rimeblade Image

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