Fighter
Base Class: Fighter

A Frost Fencer is strongly tied to the cold regions and gains immunity to the negative effects caused by cold weather.
Furthermore they gain the ability to enhance their strikes with ice and move across the battlefield like a snowstorm.

Rime Resistance

When you choose this archetype at 3rd level, you gain resistance to cold damage and immunity towards any negative effects caused by cold weather. Furthermore effects such as a snow storm doesn't impose disadvantage on on your perception checks.
You only gain these benefits while not wearing Heavy Armor.

Arctic Assault

Starting at 3rd level, when you hit a creature with an Attack you can use that opening and use one free hand to deal extra damage to them. The extra damage equals 1d8 cold when you choose this Archetype and increases to 2d8 (7th), 3d8 (10th) and finally 4d8 (15th). 
You can use this feature a number of times equal to your Constitution Modifier and regain all uses after a Short or Long Rest.

Snow Step

When you use your Arctic Assault during your turn your movement speed increases by 10ft and Opportunity Attacks are made at disadvantage.

Hail-Hold

Starting at 10th level, when you use your Action Surge you can create a 20ft radius sheet of ice or a raging snowstorm.
When choosing the Ice, every creature within range that you choose must make a Dexterity saving throw or fall prone, that area also counts as difficult terrain for every creature you chose.
When choosing the Snowstorm every creature in that area must succeed on a Constitution saving throw or have disadvantage on attacks, If a creature is concentrating on a spell and they take damage while in that area they must roll their concentration check at disadvantage.
The effect stays until the end of your next turn.

Winter Weave

Starting at 15th level, you are able to harness the water around you and coalesce in a protective shield. In response to taking damage you can use your reaction to cast Armor of Agathys when casting the spell in this way you don't need somatic or verbal components and the temporary hit points gained increase by your constitution modifier.
You can use this feature a number of 3 times and regain all uses on a Short or Long Rest.

Chilling Champion

Starting at 18th level, you gain immunity to cold damage and once on your turn, whenever you deal cold damage you can deal the maximum damage instead of rolling.

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