Path of the Frozen Warrior (5e Subclass)
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Path of the Frozen Warrior
Many people stray away from the vast and desolate wasteland's that are the artic, you, however, have embraced them becoming one who is truly in tuned with the frozen world around you.
Starting at 3rd level, while you are raging, your emotions are dulled and you cover yourself with an icy exterior. You gain an aura of freezing winds, which protect you from ranged projectiles, as well as ice-based spells, granting you a bonus of +3 against ranged attacks. In addition, every creature in your aura have disadvantage in all melee attack rolls, unless they have resistances or immunity to cold.
Starting at 3rd level, you can make a ranged spell attack with a range of 120 feet. You are proficient with it, and you add your Wisdom modifier to its attack rolls. On a hit, the target takes 1d8 cold damage. If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.
The damage die of this feature increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
At 6th level, while you're raging, your weapons become covered in a thin layer of razor-sharp ice. When you hit a creature with a weapon attack, it takes extra damage equal to 1d4 cold damage.
At 10th level, you can use your action to turn your eyes icy blue, and activate your Frozen Gaze. While using this feature, all creatures you see within 15 feet must succeed on a Intelligence saving throw (DC equal to 8 + your proficiency bonus + your Strength modifier), or be frightened of you until the end of your next turn.
At 14th level, you are now the champion of the frozen wastes. While raging, your focus becomes as hard as ice, and you became immune to cold damage and to the frightened condition for the duration of the rage.
Breath of Frost
Furthermore at 14th level, you are able to pull ice from seemingly anywhere, gaining access to Breath of Frost. You can use your action to pull ice from seemingly nowhere and exhaling it on a ice cone. Each creature in this 20-foot cone must succeed a Constitution saving throw (DC equal to 8 + your proficiency bonus + your Constitution modifier), or take 3d12 cold damage and become paralyzed until the end of your next turn. You become incapacitated until the end of your next turn .
After using this feature, you can't use it again until you complete a long rest.