Base Class: Barbarian
True Ice is never easy to find, and harder still to bind to. You have journeyed far and wide seeking its strength in the hope of achieving impossible feats of greatness only heard of in legends. True ice naturally manipulates heat to prevent it from melting and always finds its home amongst other ice crystals at high altitudes, in other words, nearly impossibly to find. But nothing powerful comes easy.
Icebound Body
Starting when you choose this path at 3rd level, you gain the ability to imbue a single weapon you hold with the power of true ice. You deal an additional 1d4 cold damage (1d6 at level 6) and the weapon is considered to be magical. If you imbue another weapon, the previous imbued weapon will lose its imbuement. Creatures other than yourself who hold the imbued weapon take 1d4 (1d6 at level 6) cold damage each turn they hold it.
You also gain the the following abilities:
- You gain advantage on Survival and Nature checks to do with snowy and icy regions.
- You have resistance to cold damage and you don’t suffer the effects of extreme cold.
- You can move across difficult terrain created by ice or snow without spending extra movement.
Frostbite Strikes
Starting at level 6, your skills to imbue weapons have reached their full potential, you may imbue up to two weapons at once. As a bonus action, you can force a creature to make a DC (8 + your constitution modifier + proficiency bonus) constitution saving throw if you hit them with an imbued weapon this turn. On a failed save, they suffer from Frostbite (their movement speed is halved and they lose their reactions) until the end of their next turn. Creatures with immunity to cold damage automatically succeed the saving throw.
Frozen Heart
At level 10, your veins run ice cold as you have been fortified with any icy heart. Whenever you receive damage from a creature you can see. You may choose to use your reaction to reduce the damage by 2d8 + your constitution modifier and gain temporary health based on the damage reduced. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
In addition, You are immune to the Frightened condition while raging and lose the frightened condition when you rage.
Glacial Eruption
At 14th level your rage creates icy explosions around you that greatly hinders those around you. On the turn you rage, you may uses an action to create an icy explosions 30ft around you that forces any creature of your choice to make a DC (8+ Your constitution modifier+ your proficiency bonus) Constitution saving throw. On a failed save, they take 6d8 cold damage and suffer from Frostbite (their movement speed is halved and they lose their reactions) until the end of their next turn. On a successful save, the creatures of your choice take half the damage instead. Creatures with immunity to cold damage automatically succeed the saving throw.
Previous Versions
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3/15/2022 9:08:56 AM
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3/16/2022 1:16:10 AM
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3/18/2022 5:17:12 AM
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11/15/2022 4:38:05 PM
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1/14/2023 7:49:01 PM
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