Barbarian
Base Class: Barbarian

You are mostly chill, rarely resorting to anger, and instead of some barbarians, you prefer to think things through. You don’t speak often and only raise your voice on very rare occasions. When you do however, you can turn an entire room cold with just your shout. Even your rage is cold and calculated, focusing more on precise hits rather than just swinging your weapon around hoping in hits something.

Frozen Over

Starting at level three, you can completely freeze over, gaining a thick layer of ice that protects you. The ice has no restrictions on movement either. You gain temporary Hp equal to your Barbarian level * 2, a +2 to your armor class, and a resistance to cold damage. Once you either run out of temporary Hp or take fire damage equal to or higher then half of your temp Hp, you lose the bonus to armor class but you keep the cold resistance.

Ice Weapon

Beginning at 6th level, if you enter the Frozen Over rage without a weapon in one of your hands, you can manipulate ice to shape any weapon (Like a great ax or long sword) that you are proficient with. The weapon is considered magical and deals 1d6 extra cold damage. The weapon however, being made of ice, can only be used to attack (2 + your proficiency bonus) times before breaking. When the weapon breaks, it explodes in a 15 ft sphere centered on the weapon. You can also do this as a bonus action. Every creature within that range, excluding you, makes a Constitution saving throw with a DC equal to (8 + Your Constitution Modifier + Your proficiency bonus). The damage of the explosion is 3d6 cold damage on a failed save and half on a successful one. The cold damage of the ice weapon increases by 1d6, and the explosion by 2d6 at levels 8, 12, 16 and 20.

Chilling Frost

Beginning at 10th level, the first time you hit something with a melee weapon or unarmed strike in a round, you can make the target roll a Constitution saving throw equal to (8 + your Constitution modifier + your proficiency bonus). On a failed save, the target takes cold damage equal to your barbarian level. This attack is also considered magical if the weapon is not.

Absolute Zero

Starting at 14th level, when you land an unarmed strike or melee weapon attack on one of the first three turns of your Frozen Over Rage, you can launch a giant burst of ice starting from the other side of the creature. Every creature (including the one you hit) within a 60ft cone rolls a DC (8 + Constitution modifier + Proficiency Bonus) Constitution saving throw. On a fail, a creature take 8d6 Cold damage and half on a successful save. If any creature that is not considered an ally is reduced to 0 hit points with this feature, they freeze, becoming an ice sculpture. If a creature you consider an ally is reduced 0 hit points though, becomes incased in ice instead. They don’t roll death saving throws and cant be healed until the case is melted, but if any fire damage hits the ice case, the case instantly melts and the creature takes no damage from the hit. Alternatively, if left in a warm area for 10 minutes, the ice melts away passively over time. This feature can be used twice per long rest.

This feature increases by 2d6 at level 17 and 20.

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