Druid
Base Class: Druid

The ground ruptured and sizzled as Scorch Cannons and Wire Rifles pummeled my cover from all directions. Fallen war cries echoed through their endless ranks; despair grew within me, but with it came a whisper. An offer. I closed my eyes and accepted.

The cold embraced me, dimming the sounds of battle into reverberant echoes, thin and distant. I flexed my gauntlets and felt the roar of glaciers grinding against the bones of the world.

I crashed my fists into the earth and frozen obelisks erupted, encasing Dregs and Vandals into helpless effigies. I gazed through the crystals enveloping my enemies, and in the myriad refractions, I saw their fear. I felt their desperate will to escape my grip, and in the moment before release, I shattered it.

Stasis Finger

Beginning at 2nd level, as an action, you can fire a bolt of ice with a +4 to hit. On a success, they're dealt 2d4 + 1 cold damage and become "Frozen".  If a creature that's frozen wants to break free, they must roll a STR or CON with a DC of 10 + the users druid level.

Winter's Shroud

Beginning at 2nd level, if you take the dodge action while in a 10 foot radius of another creature, that creature becomes slowed and gain -15 movement speed (of all kind). Once you use this, you cannot use it until you finish a short or long rest.

Grims Harvest

Beginning at 3rd level, if you defeat a creature that's slowed or frozen, you create a "Stasis Shard". As a bonus action you can use one Stasis Shard to gain 1d6 + 3 cold damage to your next attack. You can only hold 5 Stasis Shards and any other's that you gain will be destroyed and heal you for 1d4 + 2 health.

Howl of the Storm

Beginning at 6th level, you can use an action to charge the divine powers of Ice into your weapons and, on your next turn, you gain 4d6 + 3 cold damage to your next attack. Once you use this feature, you cannot use it again until you finish a long rest.

Empowering Stasis Rift

Beginning at 10th level, as an action, you conjure a "well of light" that grants every allied creature inside it 1d4 - 1 health and a 1d4 + 2 cold damage to all their attacks. After 3 rounds, the "Well" explodes in a ball of Stasis Ice, dealing 2d6 + 3 cold damage to anything in a 25 foot radius, including allied creatures. 

Glacial Quake

Beginning at 14th level, as an action, you create a gauntlet of pure Ice. When you make an unarmed strike with this gauntlet, not only do you push the creature back 10 feet and deal 2d6 + 1 cold damage, the creature you punch becomes frozen.  If a creature that's frozen wants to break free, they must roll a Strength or Constitution save with a DC of 10 + the users Druid level. While a creature is frozen, they're dealt double the damage they normally would. Once you use this feature you must take a long rest then wait until the 3rd dawn after using it.

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