Barbarian
Base Class: Barbarian

Barbarians hailing from the Freljord are certainly not rare, by any means. Most, however, tend to the ways of their ancestors, or following in the path of the Winter's Claw. Very few have heard of the Broken Cask, and fewer still have trod the path to pursue it, and even less have truly taken it in stride. When a barbarian who follows this path rages, he does so with his belly full of True Ice mead, and he quickly turns into a snowstorm of drunken fury. A Broken Cask barbarian can disrupt the battlefield almost as much as any wizard.

Happy Hour

3rd-level Path of the Broken Cask feature

Take a swig of your mead! When you enter your rage, you heal for a value equal to your Con mod, and you receive temporary hit points equal to that same amount. Any hit points you would receive from healing that would put you over your max hit points are also applied as temporary hit points. 

As you unlock other features of this subclass, using them will also apply Happy Hour. Happy Hour can only be applied once per turn. Temporary hit points cannot stack.

Drunken Rage

6th-level Path of the Broken Cask feature

You imbibe your True Ice mead when you enter your rage. It further empowers your rage, allowing you to ignore slows until you make your first attack against an enemy. Your first attack after entering your rage has advantage, and additionally deals an extra 1d8 Cold damage as you smash your cask into them. Once your first attack has been made, you lose the advantage and the slow immunity. For the duration of your rage, you can use a bonus action to strike with your cask. The cask deals 1d6 Cold damage. The first time you use your cask to attack activates Happy Hour.

The damage for the cask increases to 1d10 at 10th level, and finally 2d6 at 14th level.

Body Slam

10th-level Path of the Broken Cask feature

Use your action to throw your body forward a distance up to half your movement, or up to your full movement if you get a running start equal to half your movement. Make an attack against your target. On a hit, you deal 1d8 bludgeoning damage and 1d6 cold damage per 10 feet you moved to the target. All creatures within 5 feet of the target must make a Dexterity saving throw, taking half this damage on a success and full damage on a fail, as the force of your body slam ripples through the air. The initial target and all creatures who fail the save are additionally knocked back 5 feet.

Explosive Cask

14th-level Path of the Broken Cask feature

Using an action, throw your cask out up to 20 feet in range per +1 in your strength modifier. When it reaches its destination, the cask explodes, and all creatures within a 30-foot-radius must make a Dexterity saving throw. On a fail, creatures take 10d8 cold damage and are knocked back up to 30 feet from the impact.. If they crash into a wall or other obstacle, they take bludgeoning damage equal to 1d6 per 10 feet traveled. On a success, creatures take half damage and are not knocked back.

This feature can be use once, and recharges after a short rest, as the cask needs to repair itself.

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