Base Class: Fighter
The blizzard subsides temporarily, letting the citizens gaze in awe, as two men stand in the middle of a frozen field, unbothered. The winds come back howling, and everyone scrambles for protection from the unyielding frost. Yet the two men remain. Their hunt must continue.
Frost Wolves are said to herald from the 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 unending winter, and their fighting style mimics the predatory animals that thrive in this environment. Little else is known about these warriors.
Keen Senses
Beginning at 3rd level, your senses start to sharpen. You gain proficiency in either survival or perception.
Winter Steel
Winter flows in you, allowing you to empower your weapons momentarily. Starting at 3rd level, as a bonus action you can empower one of your melee weapons with frost. Until the end of your turn, melee attacks you make with that weapon deal an additional 1d4 cold damage. In addition, everytime you land a successful hit, their movement speed is decreased by 5 ft until the start of your next turn, as ice slowly wraps itself around the creature, slowing it down.
Beastly Intuition
At 7th level, your instincts grow stronger. You can add your proficiency bonus to initiative checks, and you gain resistance to cold damage.
Pack Tactics
Beginning at 10th level, you fight like the wolves. You have advantage on attack rolls against a creature if at least one of your allies is within 5ft of that creature, and the ally is not incapacitated.
Frozen Aura
At 15th level, you are the embodiment of unending winter. The ground within a 10ft radius of you is icy, and is considered difficult terrain for creatures other than you. The aura moves with you, and doesn't effect allies. You can turn on and off the aura at will (no action required).
Blizzard
At 18th level, you can hurl yourself like snow falling in a blizzard. As an action, you rush foward and strike. Choose a creature within 30 ft of you. It must make a Dexterity Saving Throw against your Frost Wolf save DC (8 + your Proficiency Bonus + CON) or be hit with the full force of the strike. On a failure, a creature takes 6d8 bludgeoning damage, 6d8 cold damage, and is knocked prone. On a success, a creature takes half the damage and is not prone. You then appear within 5ft of the creature.
Once you uss this feature, you can't use it again until you finish a short or long rest.
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