Base Class: Blood Hunter
A recently new Order discovered and even less practiced. The Order of the Glacial Onslaught is practiced only by those who grew up in Frigus and were exposed to its dark practices. Glacials seek out the remnants of Shar and work tirelessly to bring her back. Any who oppose here are either cast out from the Order or subjugated by Shar herself, rendering themselves puppets to her will. However, any who are able to circumvent her orders and use her powers to their fullest extent, they are feared among all Blood Hunters for their terrifying mastery of the cold.
Improved Rite of the Frozen
When you join this order at 3rd level, if you have learned the Rite of the Frozen primal rite, it gains new effects when you activate it.
You can use a free action to extinguish all nonmagical light sources in a radius of 30 feet.
You have resistance to cold damage.
If you score a critical hit with your frozen rite, you add an additional hemocraft die of damage and the target's movement speed is halved until the end of your next turn.
Blood Maledict: Curse of the Frozen Forest
Beginning at 3rd level, you learn a new Blood Maledict. This does not count towards the total number of Blood Maledicts you currently know. As an action, you can summon magical ice to cover the ground, starting from under you and expanding 30 ft. away in a radius from you in all directions. Creatures caught in this initial summoning of ice must make a Dexterity saving throw or be restrained. You can choose any number of creature to have advantage on this saving throw. This newly created ice counts as difficult terrain for all creatures except for you. In addition, you can choose to lose a number of hit points equal to one roll of your hemocraft die to impose disadvantage on the saving throw of every creature caught in the ice. A creature that failed the saving throw can try to free themselves at the end of their turns by rolling another dexterity saving throw. This Blood Maledict lasts for 1 minute until the ice melts and disappears. Any creatures caught in the initial summoning of the Frozen Forest has their vision heavily obscured. However, those who succeed their saving throw to be restrained can see within the forest clearly.
Amplify. Due to the strength of this amplification, you must role twice the number of hemocraft dice to amplify this Blood Maledict. When you amplify the Blood Maledict, your combat prowess increases significantly while prowling the freezing forest. Your walking speed increases by 10 ft. while you are within the Frozen Forest. In addition, you gain the effects of the Pass Without Trace spell while inside. You also gain an additional Attack when using the Attack action. Whenever an enemy dies in the Frozen Forest, you regain hit points equal to your hemocraft die.
Winter's Embrace
Beginning at 7th level, your body has begun to adapt to the eternal cold resting within your body, shielding from outside sources. Your Rite of the Frozen now grants you immunity to cold damage and you can choose to extinguish magical flames. You are also acclimated to high altitude, including elevations above 20,000 feet.
Brand of the Northern Fury
Beginning at 11th level, your Brand of Castigation now exposes a creature to a fragment of the cold of Shar. Whenever you damage a branded creature with your Crimson Rite, they are blinded and deafened until the Brand is lifted or they succeed a Constitution saving throw equal for saving throw. In addition, when they are first struck, they must make a DC 12 Constitution saving throw. If they fail, they are also paralyzed as the cold consumes their nerves, rendering them completely numb. They can make the same saving at the end of their turns to end only the paralyzed condition, not the blindness or deafness.
The Arctic Hunter
Starting at 15th level, while your Frozen Forest Blood Maledict is activated, you can choose to teleport equal to any creature restrained by the Blood Maledict. In addition, you can lose a number of hit points equal to one roll of your hemocraft die to teleport again You can roll an unlimted number of times, but each time you must spend an additional hemocraft die of damage.
Puppets of the Snow Angel
Starting at 18th level, once on your turn, if a creature you can see has died within the last minute, you can expend your Rite of the Frozen to temporarily gain control over their icy corpse. They take their after yours and at the end of their turn, the creature and the ice that fueled them explodes into shards of ice and frozen flesh. Each creature within 10 feet of the exploding creature must make a Dexterity saving throw or take 8d6 cold damage on a failed save or half as much on a successful save.
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