Base Class: Fighter
The blizzard subsides temporarily, letting the citizens gaze in awe, as two men stand the middle of the frozen fields unbothered. The winds come back howling, everyone is looking for protection from this unyielding frost. Yet they stand, for their hunt must continue.
Frost wolves are said to to herald from the deep north, where freezing temperatures are an everyday occurance and nature itself seems hell-bent on ending all life. They have learned to harness the power of this unending winter and their fighting style mimics teh predatory animals that thrive in this environment.
Keen Senses
At 3rd level, your senses begin to sharpen. You gain proficency in your choice of either the Survival or the Perception skill.
Perception
You gain proficency in the Perception skill.
Survival
You gain proficency in the survival Skill
Winter Steel
Winter flows in you, allowing you to empower your weapons momentarily. At 3rd level, as a bonus action, you can empower one of your melee weapons with frost. Until the end of your turn, melee weapon attacks with that weapon deal an additional 1d4 cold damage.
In addition, everytime you hit a creature with a melee weapon attack, you can reduce their movement speed by 5 feet, to a minimum of 0. This reduction lasts until the start of your next turn, as ice covers them and slows them down.
Beastly Intuition
At 7th level, your animalistic senses sharpen. You may add your proficency bonus to your initative rolls. In addition, you gain resistance to cold damage.
Inner Wolf
At 10th level, you grow more in touch with your inner beast. You have advantage on an Attack roll against a creature if at least one of the your allies is within 5 ft. of the creature and the ally isn't Incapacitated.. Further, your senses have sharpened enough to grant you advantage on Wisdom (Perception) checks that rely on hearing or smell.
Frozen Blood
At 15th level, you are the embodiment of the unending winter. As such, you are immune to cold damage.
In addition, as an action, you can create an aura of shattered ice shards in a 10 foot radius around you for one minute. That radius moves with you. Within that radius, all terrain is considered difficult terrain. This does not affect yourself or your allies.
Blizzard Strike
At 18th level, you can hurl yourself like the blizzard. As an action, you rush forward and strike. Choose a creature within 30 feet. It must succeed on a dexterity saving throw (DC8 + Proficency Bonus + Your constitution modifier) or be hit by the full force of your strike. One a failure, a creature takes 6d8 bludgeoning and 6d8 cold damage and is knocked prone. On a successful save, the damage is halfed and the creature is not prone. You then appear in an unoccupied space of your choice within 5 feet of the creature.
You can use this feature twice. You regain all uses, when you finish a short or long rest.
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