Base Class: Ranger
You could have gained these powers from your parents who had it or you came in contact with a frost phoenix, but either way, you have this power.
Frost Phoenix Ancestor
At 3rd level, You can speak, read, and write Celestial and you can communicate telepathically with any animal including dragons and phoenixes. You double your proficiency bonus for CHA checks when you communicate with a phoenix.
You are associated with the cold damage type and this is used by features you gain later.
You gain resistance to one of the following if you already have resistance to cold.
Fire, poison, being poisoned, radiant, acid, thunder, or lightning damage.
Frostburn
Also at 3rd level, you gain the ability to start frost fires with a touch. As an action, you can magically ignite or freeze a flammable object you touch with your hand—an object such as a torch, a piece of tinder, or the hem of drapes.
This fire cannot burn or harm anything living, and it produces no smoke. The fire can be anywhere between 10 and 80 degrees fahrenheit.
Frost fire
At 7th level you learn the secret of frost fire. When you cast a spell that deals fire damage, you can have it deal cold damage instead and vice versa.
Born of Frost
At 11th level, the bond you have with your frost phoenix bloodline is ever-present. You have a connection and affinity for cold so deeply that your skin glistens a pale blue and ice crystals occasionally form on your exposed skin.
You gain immunity to cold damage and when you are not wearing any armor you AC equals 15.
Also at 11th level once per long rest when you are reduced to 0 HP instead of taking death saving throws you may choose to be encased in ice until the start of your next turn. At the beginning of your next turn, you are conscious with 1 HP. Any creatures of your choosing that are within 20 ft of you must make a DEX saving throw of your spell DC or take 4D8 + your CHA modifier Cold damage. On a successful save the damage from this is halved.
Phoenix Telepathy
Once you reach level 15 you can telepathically communicate with any creature you know and could pose an advantage to your quest, as long as you can remember their face, are in the same plane of existence, and are within 5 miles of them.. You can do this twice for each short rest.
Your range increases from 5 to 10 at level 15, to 15 at level 18, and to 20 at level 10.
One With the Phoenix
At 15th level you are at one with your frost phoenix bloodline.You can spend an action to transform into a young frost phoenix. You remain in this form for 1 hour, or until you dismiss it as an action, or your new form is reduced to 0 HP. While you are in this form you cannot speak any other way than telepathically.
Young Frost Phoenix.
Armour class - 15 (natural armor) Hit points - 45 Speed - 10ft, fly 60ft.
STR - 10 (+0) DEX - 16 (+3) CON - 14 (+2) INT - 12 (+1) WIS - 16 (+3) CHA - 10 (+0).
Damage Resistances - bludgeoning, piercing and slashing from non-magical weapons. Damage Immunities - Cold. Senses - darkvision 60 ft, Passive perception 13, Languages - Common & Celestial (speaks both telepathically)
ACTIONS
Multiattack. The Young Frost phoenix can make up to two attacks: one with its beak and one with its talons, one with its screech and one with its talons, or one with its beak and its screech.
Beak. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit 1d4 + 3 piercing damage, plus 1d10 cold damage.
Talons. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit 2d4 + 3 slashing damage, plus 1d10 cold damage.
Screech. You screech loudly and deal 1d8 thunder damage to any creatures within a 45ft radius originating from you. All creatures you choose must make a constitution saving throw(12). On a failed save the creatures you chose are frightened and take 2d4 thunder damage. On a successful save the target takes half as much damage and are not frightened.
Ray of Frost. Ranged Spell Attack: +6 to hit, range 60 ft., one target. Hit: 4d8 cold damage and its speed is reduced by 10 feet
Ice Shards. You flap your new wings and spray ice shards in a 20 ft cone. Every creature that is in that area must make a constitution saving throw. 13 is succeeding. On a failed save the creature takes 2d8 cold damage, 1d8 piercing damage, and is slowed. On a failed save you take half the damage. If the creature is lightly obscured then the creature takes half the damage after the half taken off the successful save. (you gain this move at level 18)
Freezing Breath. You breath a cone of freezing air that slows all creatures within a 30 ft cone. The breath deals 2d6 of cold damage. Every creature in the area must make a dexterity saving throw of 8. On a failed save the creature is slowed. On a successful save the creature is not slowed. (You gain this move at level 18)
All of these attacks increase by one of their designated die when you reach level 18 and again when you reach level 20.
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