Base Class: Barbarian
The common joke is that you get so mad that you go full circle and no longer angry. This is the feeling most that follow the Path of the Cold Fury describe their powers being as. Seething anger and fury freeze the very matter of the world in fear of their presents. Legends say that it was snow giants that got cursed to become human as a punishment from the gods. Other tales inform the populace that ones anger could scare even the concept of magic in such a way that it refuses to touch them. What is known is that this way of fighting is unable to be taught. It will show itself when the creature reaches is angriest point, and cease to care about the safety of others the very next moment.
Ice Wall
3rd-level Path of the Cold Fury
Choose a point on a surface within 45 ft. you can see and create a wall of ice that fills 5 spaces in a line. This includes walls or being on the ceiling. Each crystal is considered full cover for a humanoid. When summoning the crystals choose if they are full or half sized.
- You have your proficiency in uses for this ability.
- Crystals last for 3 rounds or till they are destroyed.
- Crystals have 5 times your barbarian level hit points and don't have a AC when targeted to be destroyed.
Crystals spawned on a creature cause a Dexterity save. Failing the save causes you to choose the side that they land. Success and they choose the side they are on.
Glacial Shoulder Charge
3rd-level Path of the Cold Fury
Hitting a creature with a melee strike after traveling 10 ft. in a straight line causes them to be moved from the force of your Ice infused shoulder. The creature makes a constitution saving throw when hit. If the creature fails they move 30 ft. away from you. If the creature succeeds they move only 5 ft. You may only use this ability a number of times equal to your proficiency bonus.
Ice Rupture
6th-level Path of the Cold Fury
Cause a rush of crystals to form from you in a 20 ft. line. Crystals formed this way are treated as half cover for medium sized creatures. Creatures caught in the rush must make a Dexterity saving throw. Creatures failing the save are incapacitated and form a large full cover crystal of ice. Creatures succeeding are pushed from the square in a direction they wish to move. They unfreeze at the end of your next turn or when damaged as it breaks the ice.
You may use this ability a number of times a day equal to your proficiency bonus and regain them after a long rest.
Freezing Rage
6th-level Path of the Cold Fury
While in a rage your weapons are coated in Ice Shards causing 1d12 extra cold damage
Flash Freeze
10th-level Path of the Cold Fury
As a action you send out a 20 ft. blast cone of cold energy where enemy creatures affected make a constitution saving throw. Creature becomes incapacitated until the end of your next turn or when the creature is damaged. You have four uses of this ability and gain them back after a long rest.
Frozen Brittle
10th-level Path of the Cold Fury
Creatures frozen by your abilities when damaged treat the attack as a critical hit if it applies.
Chilling Magic
14th-level Path of the Cold Fury
Your resistant to magic damage while raging as your cold fury chills the very flow of magic.
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