Base Class: Rogue
Manipulate the elements, support allies with mobility, and leave enemies out in the cold. Yours is the power that will pierce the... snow.
Waltz in White
At 3rd level, you have learned to manipulate elemental cold around yourself, skating past enemies and stymieing incoming attacks against your allies. When you take the Dash or Disengage actions, you can use a free hand to grab onto a willing creature of your size or smaller within 5 feet of yourself as part of the same action. Until the end of your turn, you can move them alongside yourself with your movement. This movement doesn’t provoke attacks of opportunity against your ally, and you can release the creature at any time, placing them into an unoccupied space within 5 feet of yourself.
Cold Steel
Also at 3rd level, when you hit a creature with your Sneak Attack, you can choose for your Sneak Attack to deal cold damage, instead of its usual damage type.
Frost Walker
At 9th level, your movements chill the air around yourself. When you move, you can choose to leave a trail of frost in your path, which lingers until the start of your next turn. Creatures that move onto this trail must make a Dexterity saving throw (DC = 8 + your Dexterity modifier + your proficiency bonus) or be knocked prone. A creature that succeeds on this saving throw is immune to its effects for 1 minute. Creatures that have resistance or immunity to cold damage have advantage on this saving throw, and you automatically succeed on this saving throw.
In addition, you gain resistance to cold damage, and you can stand on and move across any liquid surface as if it were solid ground.
Snowblindness
At 13th level, you can manipulate your attacks to dazzle foes with the sheer albedo of reflected snow. When you hit a creature with your Sneak Attack, you can force it to make a Constitution saving throw (DC = 8 + your Dexterity modifier + your proficiency bonus). On a failed save, the target is blinded until the start of your next turn. A creature that succeeds on this saving throw is immune to its effects for 1 minute.
You can’t use this feature if you are in not in bright light.
In addition, when you move a creature using your Waltz in White, it gains resistance to cold damage until the start of your next turn.
Avalanche
At 17th level, the attacks of your allies rain down like an avalanche. When a creature under the effects of your Waltz in White moves out of its melee range of a creature, it can use its reaction to make a melee weapon attack against the creature that it passed by.
This subclass is also available on the Homebrewery here: https://homebrewery.naturalcrit.com/share/cfFgahEASvfa