Fighter Archetype: Iceman

icemen (or Icewomen) are martial experts called to deal with only the most difficult and enduring problems. While paladins and clerics propel themselves with divine inspiration and barbarians let their emotions dictate their actions, cleaners view every fight as an ornate puzzle piece. They take down enemies with cold, unfeeling precision, drawing upon years and years of practice and experience. They think, feel, live, laugh, and love outside of battle, but once blades are drawn, they are nothing but machines.

Battle Trance

Beginning when you take this archetype at 3rd level, you can go into a trance during battle where your instincts and training take over completely, allowing you to enter a cold, almost monstrous trance not unlike the ticking of clockwork.

On your turn, you can enter a Battle Trance as a bonus action. While in your trance, you gain the following benefits:

When you hit an enemy with a ranged or finesse weapon, you can re-roll the damage of the attack and choose either result.

You have resistance to one damage type of your choice from bludgeoning, slashing, and piercing damage. You can change the damage type as a bonus action.

You have advantage on saving throws made to resist being charmed or frightened.

Your trance lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your trance on your turn as a bonus action.

You can enter your trance a number of times equal to your Wisdom modifier (minimum once). You regain expended uses when you complete a long rest.

Cold Reading

At 7th level, you have gained a remarkable insight into not just combat, but all aspects of life. You gain proficiency in the Insight skill if you do not already have it, and when you make a Wisdom (Insight) check, you can add double your proficiency bonus to the check.

Combat Reading

At 7th level, as a bonus action, you can force a creature you can see within 60 feet of your position to make Charisma saving throw with a DC equal to 8 plus your Wisdom modifier plus your proficiency bonus to deceive you in its intentions. On a failed save, you have advantage on attacks made against that creature until the end of your turn due to your anticipation of its tactics.

You can use this ability twice. You regain expended uses at the completion of a short rest.

Stalker

At 10th level, your ability to track down cowards and retreaters improves dramatically. You gain proficiency in the Survival skill if you do not already have it, and you can apply double your proficiency bonus to Wisdom (Survival) checks.

Additionally, you can choose from the following two abilities:

Colossus Slayer. Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it’s below its hit point maximum. You can deal this extra damage only once per turn.

Horde Breaker. Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.

Vigilant

Starting at 15th level, your violent lifestyle affects you in ways you haven't anticipated, causing you to constantly be on edge for potential threats. You gain the following traits:

You cannot be surprised.

Your passive Perception increases by 5.

You have advantage on all saving throws you make in the first round of combat.

Enemies have disadvantage on attacks to hit you in the first round of combat.

Remorseless

At 18th level, you have lost most of what originally gave you humanity. You are considered to always be under the effects of your Battle Trance for as long as you are not unconscious.