Fighter
Base Class: Fighter

Through a dangerous ritual involving being entombed for six months within the stomach of a frost salamander, Rimeguard initiates manifest the ability to massively accelerate entropy and coalesce water vapor to form and sculpt ice to their whim.  Rimeguard fighters use this frigid mastery to deadly effect in combat, creating weapons from thin air and locking down the battlefield with bitter palisades.

Glacial Edge

Starting at 3rd level, you can use your manipulation of ice to create and empower instruments of war.  You gain the following benefits:

 

  • Hoarfrost Javelin.  When you take the Attack action and have at least one free hand, you can fabricate a crystalline javelin from consolidated vapor in a free hand, which is a simple melee weapon.  You are proficient with this javelin, which possesses the finesse and thrown properties and a range of 30/60.  On a hit, a javelin deals piercing damage equal to 1d6 plus the ability modifier you used for the attack roll.  After you make a melee or ranged attack with a Hoarfrost Javelin, it evaporates regardless of the outcome of the attack.  If you have an Extra Attack feature, you can create a javelin for each attack.
  • Cold Steel.  As a bonus action while you are holding a simple or martial melee weapon worth at least 1sp and have a free hand, you can coat this weapon with a layer of hardened ice.  The next attack you land with this weapon considers the weapon magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage and deals an extra 1d6 cold damage.  The target’s speed is reduced by 10 until the end of its next turn.  You can use this bonus action a number of times equal to your Constitution modifier (minimum once) and regain all expended uses when you finish a long rest.  The extra damage increases to 2d6 at 8th level, 3d6 at 12th level, and 4d6 at 16th level.

 

 

Frostglide

Starting at 3rd level, your subconscious projection of rime makes you swifter and harder to pin down.  When you move 10 feet or more in a straight line for the first time on a turn,  your movement increases by 5 feet until the end of your turn, and the remainder of your movement leaves a glassy wake five feet wide behind you.  You slide across this layer of ice with ease, but to others this area is difficult terrain as it causes them to slip and stumble. 

Boreal Chains

At 7th level, you gain the ability to create more complex and durable structures, which you can use to exert control over an area.  Your Hoarfrost Javelins no longer disappear after you miss a ranged attack. Whenever you miss a ranged attack with a Hoarfrost Javelin against a grounded target, you can cause it to land in an available space adjacent to the target, where it becomes impaled in the ground.  Alternatively, you can choose to replace an attack with an untargeted ranged attack with a Hoarfrost Javelin when you take the Attack action, impaling it on any flat surface within your normal range.  At any one time, you can have a number of javelins impaled equal to half your Fighter level rounded up, and placing more than the capacity removes the oldest one.

As a bonus action, you can choose two impaled javelins that you can see and are within 60 feet of you and within 30 feet of each other and create a Boreal Chain between them.  A chain has a number of hit points equal to 2 x your Fighter level and an AC of 5 + your Constitution modifier + your proficiency bonus.  A grounded creature attempting to move through the chain must make an Athletics or Acrobatics check (the creature can choose which ability to use) with a DC equal to the chain’s AC + 3.  A creature that fails this check cannot pass through the chain and cannot make this check until its next turn.  A creature that succeeds on the check destroys the chain and can pass through the area it occupied, but its movement is reduced by 10 feet until the start of its next turn.  Each javelin can have a maximum of two chains connected to it.  You can pass through a chain unimpeded by sliding under it, and doing so activates your Frostglide even if you have not moved 10 feet in a straight line on that turn.

Shattering Pylon

Beginning at 10th level, you have more precise control over the frozen edifices you produce, increasing their destructive capability and making them less hindering to your allies.  You gain the following benefits:

  • When a creature tries to move through a Boreal Chain or through the wake created by your Frostglide, you can choose to allow them to move through unimpeded as the obstacle evaporates and reforms after they pass through.  
  • As an action, you can cause impaled javelins of your choice to shatter explosively, each dealing 2d6 in a 10-foot radius.  Any Boreal Chains connected to these javelins are destroyed.
  • When you hit a creature with a melee or ranged attack with a Hoarfrost Javelin, you can choose to leave it embedded in the creature (only one can be embedded per creature).  You can make a Boreal Chain between yourself and this javelin as a bonus action, and the creature must make the standard Boreal Chain ability check if it tries to move further away from you than the initial distance at which you attached the chain.  You can use this bonus action a number of times equal to your Constitution modifier, and you regain all expended uses when you finish a long rest.

Arctic Circle

At 15th level, you can push your physical and elemental abilities to the limit to lock down the battlefield in a single motion.  As an action, you can leap into the air and fire up to six Hoarfrost Javelins into flat surfaces within 60 feet of you.  As a part of this action, you can connect any number of them to each other with Boreal Chains.  Alternatively, you can also shatter any number of them instantly with the same effect as Shattering Pylon.

Once you use this feature, you can’t use it again until you finish a long rest.

Gelid Architect

Starting at 18th level, your domain over frost has reached the apex of its power and precision.  You can use your Cold Steel feature even when you are not holding a melee weapon.  When you do so, you can create a perfect crystalline replica of a weapon you have held in the last 24 hours.  This weapon copies all properties of the original weapon as well as any +1/2/3 modifiers, but not any other magical weapon properties.  The weapon dissipates after 1 minute or after you have made 3 attacks with it.  The first attack gains the full bonus damage from Cold Steel, and each subsequent attack deals 1d6 less cold damage than the previous.  Alternatively, if the first attack you make with the weapon hits, you can choose to shatter it with explosive force, and the target must succeed on a DC 16 Dexterity saving throw or take 6d6 cold damage.

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