Fighter
Base Class: Fighter

You are a master of the cold. You use the coldness around you to strengthen your defenses and your attacks. You can summon ice spikes out of the ground. You breath ice like a dragon and are never unarmed.

Frozen Weapons

You deal a extra 1d8 cold damage when you hit with a melee attack. This damage increases when you level up 10th(2d8) 10th(3d6) 18th(3d8).

Ice Adaption

You gain resistance to cold damage this turn to immunity at 15th level.

Frozen Armor

As a bonus action on your turn you can roll up to half your hit dice (rounded down) + your constitution modifier. You gain temporary hit points equal to hat amount as ice covers your body in the shape of armor. At 15th level when somebody hits you with a attack they take damage equal to your fighter level. This last for one hour or until all your temporary hit points are gone. You regain the ability to use this ability when you finish a short or long rest.

Dragons Breath

As an action you can cast cone of cold at 5th level once using this feature. Once you use this ability you can't use it again until you finish a short or long rest. Your save DC for this spell is your 8 + your proficiency bonus + your constitution modifier.

Unmatchable Cold

You ignore resistance to cold damage when you deal cold damage. At 18th level you also ignore immunity.

Ice Spikes

You summon ice spikes. choose a point any creature within 40ft. of that area must make a dexterity saving throw against your save DC (8 + your proficiency bonus + your constitution modifier) or take 8d6 piercing damage and 12d6 cold damage. Once you use this feature you can't use it again until you finish a short or long rest.

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