Fighter
Base Class: Fighter

Roaming warriors of Shattered Plains, Highlanders are often those that refuse the refuge and shelter found in tribal villages or cities. Instead, they challenge the broken land, surviving where one couldn't, surviving where many would die. Often it is said that they slowly become one with the mountain, with the winter that they face. The oldest of Highlanders often travel surrounded by cold weather and snow that comes soon afterwards

To became a Highlander is an easy task, but to survive, that is a different side of the story

 

Cold heart, Cold steel

Starting at level 3 you gain the ability to partially control the freezing winds that always accompany you during your travels. Your blade cuts with the fury of the blizzard itself, causing your weapon attacks to deal Cold damage instead of piercing, slashing or bludgeoning.

In addition, the harsh conditions of Shattered Plains made you more resilient to weather and lack of air. As a result, you gain resistance to Cold damage type and Mountains are no longer considered difficult terrain to you. 

Winter´s Chill

Starting level 7, you become more attuned to the Shattered Plains and their ancient wisdom passed in fairy tales, shamanistic rites and the babbling of old druids. Some might call them just fancy stories for kids, but you know there is hidden truth in those. You may recite the ancient curse, cast upon the fallen God to forever bind his traitorous body in chains of ice. When spoken, you will bind your foe in chains of True Ice, causing them to be slower, weaker and chained to you

Once Per short rest, you can curse your foe with Winter´s Chill, a hex that will half their movement speed, make them unable to fly and cause them to be chained to you, not allowing them to be unable to move further from you than when you bound them with your chains and giving you an advantage on weapon attacks. As an action, you may pull on the chain to bring the cursed creature closer to you by 10 feet and cause it to fall prone if you succeed on a contested athletics check.

The chain is visible and can be broken by attacks. It is immune to piercing, slashing and bludgeoning damage from non-magical attacks and is also immune to Cold damage. Its AC is equal to your Strength and HP is your proficiency bonus times your strength and constitution bonus combined. The chain requires a direct line of sight between you and the target, breaking when that is lost. Once it breaks, the cursed creature may move away from you as it pleases and you lose the option to pull at it

Starting level 15, if the target dies while cursed, as a bonus action you may move your curse to a new target.

Folk Hero

People of Shattered Plains have many tales of heroes, mystical cloaked figures with huge blades roaming the land, slaying monsters and bandits. You are one of those and people will treat you with respect. When you gain this feature at level 10, people are more kind and open to you, or should they dare to cross you, be more scared of you. As a result, you gain proficiency in Persuasion and Intimidation.

Your time spent wandering Shattered Plains made you navigate, track monsters and find food with ease. No matter where you are, you always know where North is, current time in hours and gain an advantage on Survival checks.

 

Son of Winter

Ice flows through your veins, your eyes are blue as the ice and your heart is cold as winter that surrounds you. Your appearance may shape, your eyes turning pale blue, your hair turns white and your heart no longer beats giving you an advantage against being frightened. Once you reach level 15, you gain the option to cast Winter´s Chill on a second target, causing him to be chained to your first target. 
As a result, they can never be further away from each other than when you cast Winter´s Chill on them, the chains not allowing that. In addition, the magical ice will transfer part of one´s pain and suffering to another. Whenever you attack a creature under the effect of Winter´s Chill with your weapon, you deal all your frost damage to the second target as well. Vulnerability is counted from the first attack and cannot double.

The chain link between them is visible and can be destroyed. It has immunity to Cold damage and Piercing, Slashing or Bludgeoning damage from non-magical attacks. Its AC is equal to yours and Hit Points equal to your Proficiency modifier times your strength and constitution bonus combined. Should the chain be broken, the shared damage will no longer happen and both targets can now move further away from each other.
You may interact with the chain as an action, pulling it towards you by a successfully contested athletics check against both targets. On success, you pull both targets 5 feet closer to each other and shorten the chains by the same distance. On a fail, nothing happens.

 
 

Iceborn

You became one with Winter that always follows in your wake, temperature dropping few dozen degrees around you and mist always coming out of your mouth when talking. Any water in 15 feet radius around you will turn to ice thick enough to be walked on by Large creatures. Once you gain this feat at level 18 your connection to Winter allows you to radiate an aura of safety for your allies, extending your resistance to Cold damage to all friendly creatures in 30 feet radius. Additionally, as blood is now ice and your body thrives in sub-zero temperatures, taking Cold damage will heal you instead. 

Should you be reduced to 0 hit points, you cannot get knocked unconscious instead, you are encased by a block of True Ice, making you immune to Piercing, Slashing, Bludgeoning and Cold damage for its duration. When inside your body heals and empowers you to fight again and claim vengeance on the fool that dared to strike you. At the start of your next turn, the block shatters, dealing 3d8 cold damage to all creatures around you in 5 feet radius. Time spent inside is considered a Short Rest, allowing you to roll hit dice to heal yourself and giving you all benefits of one. Once you use this feature you must finish a long rest before being able to save yourself this way again.

 

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