Barbarian
Base Class: Barbarian

Barbarians that walk the path of the behemoth have been touched, in some way, by the primal and overwhelming power of primordial cold and ice. Maybe you are descendant of a silver or white dragon, perhaps you were affected by powerful magic from a freezing tundra as a child, or maybe an unfathomable ancient winter chose you as its champion.

Whatever the case, these barbarians are said to have ice in their veins, and stomp around the battlefield like unstoppable behemoths and control it by slowing and binding their enemies around them, creating walls of ice and raging with the reverberantly echoing roar of gargantuan glaciers.

Glacier Barricade

Beginning when you first choose this path at 3rd level, you can conjure walls of ice around you. These glacier barricades are Medium objects that are 10 feet long and 5 feet wide, with a number of hit points equal to twice your barbarian level, immunity to cold damage and vulnerability to fire damage. When you conjure one of them, you may do so at any point you can see within 30 feet of you, pointing in any direction; though at least one of its sides must be touching a solid surface, whether it is the floor or a wall. You may have a number of these Glacier Barricades at the same time up to a number equal to your Constitution modifier, and when you reach 10th level in this class, you may have a number of these barriers up to a number equal to your Constitution modifier + your proficiency bonus.

You may conjure a glacier barricade as part of the bonus action required to rage, or as a bonus action on any subsequent turns while you are raging. When you conjure a barricade this way, it lasts for a number of rounds equal to your Constitution modifier before melting away.

Alternatively, you may conjure a barricade as an action, even when you aren't raging. When you do so, it lasts for 10 minutes instead, and you may do so a number of times equal to your proficiency bonus, gaining all expended uses when you finish a long rest.

Soul of Winter

Also at 3rd level, your connection to the cold manifests in more subtle ways. Whenever you walk on water, you don’t sink, instead freezing the surface of the water your feet are touching as you move across it.

Additionally, you aren’t affected by the extreme effects of cold climate, as listed in the “weather” section of the Dungeon Master’s Guide.

Glacier Quake

At 6th level, whenever you attack you may, instead, stomp on the ground, shattering a glacial barricade you can see. Creatures within 5 feet of the barricade must succeed on a Constitution Saving throw (save DC = 8 + your Strength modifier + your proficiency bonus). On a failed save, they take cold damage equal to your level + your Strength Modifier and are restrained until the end of their next turn, taking only half as much damage on a successful save and suffering no further effects. You can also shatter a glacier barricade as a bonus action on your turn, or whenever you roll a critical hit on an attack.

Additionally, you gain resistance to cold damage. If you already have resistance to cold damage, you gain immunity instead.

Cryoclasm

Starting at 10th level, at the beginning of your turn, you may choose to walk with the cataclysmic might of cold and winter. When you do so, you create a Glaciar Barricade at a point you can see within 30 feet of you (no action required). In addition, your movement speed increases by 10 feet until the end of your current turn, and whenever you move into the space of one of your Glacier Barricades, you may shatter it, causing creatures that aren't you within 10 feet of the barricade to succeed on a Constitution Saving throw. On a failed save, they take cold damage equal to your level + your Strength Modifier and are restrained until the end of their next turn, taking only half as much damage on a successful save and suffering no further effects. 

Additionally, the first time you hit with an attack this turn, the attack deals an additional 2d6 cold damage, and the target must succeed on a Strength saving throw (save DC = 8 + your Strength modifier + your proficiency bonus) or become restrained in binding ice until the end of your next turn.

You can use this feature a number of times equal to your proficiency bonus, gaining all expended uses when you finish a long rest.

Howl of the Storm

When you reach 14th level, you can roar with the strength of a snow storm’s unrelenting ferocity. When you first enter your rage, you can harness the icy power you command, gaining temporary hit points equal to twice your barbarian level + your Constitution modifier. Additionally, you gain the following benefits until the end of your rage:

  • While you have these temporary hit points and a creature hits you with a melee attack, they take cold damage equal to twice your barbarian level + your Constitution modifier.
  • Your attacks deal an extra 1d6 cold damage.
  • Terrain within 10 feet of you counts as difficult terrain for hostile creatures.

You can use this feature twice, regaining all expended uses when you finish a long rest.

Previous Versions

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