Fighter
Base Class: Fighter

The blizzard subsides temporarily, letting the citizens gaze in awe, as two men stand in the frozen fields, unbothered. The winds come back howling, everyone is looking for protection from this unyielding frost. Yet, there they remain, their hunt must continue. 

Frost Wolves are said to herald from the deep north, where freezing temperatures are an everyday occurrence, and nature seems hell-bent on ending all life. They have learned to harness the power of this unending winter, and their fighting style mimics the predatory animals that thrive in this environment. Little else is known about these warriors.

Keen Senses

At 3rd level your senses begin to sharpen, you gain proficiency in the Perception skill.

Winter Steel

Winter flows in you, allowing you to empower your weapons. At 3rd level, melee weapon attacks deal an additional 1d4 cold damage. At 10th level this damage increases to 1d6 cold damage.

Beastly Intuition

At 7th level your animalistic instinct sharpen, you can add your Wisdom modifier to initiative. You’ve built up a resistance to cold and frost, you gain resistance to cold damage.

Pack Tactics

At 10th level, you know how to work with your pack. You have advantage on an attack roll if at least one of your allies is within 5 feet of the creature and the ally isn’t incapacitated.

Frozen Blood

At 15th level, you become the embodiment of the unending winter. You are immune to cold damage and your maximum hit points increase by 15, they also increase by 1 for every level you gain in this class after 15th level. In addition, you can cause the ground in a 10 foot around you to become difficult terrain made of ice, this radius moves with you and you can stop or start this effect whenever you choose.

Blizzard Strike

At 18th level you can hurl yourself like a blizzard. As an action you rush forward and strike. Choose a creature within 30 feet of you, it must make a Dexterity saving throw (DC: 8 + proficiency bonus + your Wisdom modifier) or take 6d8 bludgeoning damage and 6d8 cold damage and be knocked prone. Half damage and not knocked prone on a success. You then appear within 5 feet of the target. You can use this ability once a short rest.

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