Concussive Blows. Braum's attacks and actions are magical and leave freezing powers for two turns on creatures he hits. While under this effect, after the creature has been hit 4 times with cold damage, they must succeed a DC 18 Constitution saving throw or be paralyzed for one turn and take an additional 14 (4d6) cold damage. On a successful save their stacks fall off and they are immune to this effect until the end of their next turn.
Shield Master. If Braum isn't incapacitated, he can add his shield's AC bonus to any Dexterity saving throw he makes against a spell or other harmful effect that targets only him. If he is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, he can use his reaction to take no damage if he succeeds on the saving throw.
Stand Behind Me. At the start of each of his turns, Braum can pick one creature within 5ft. of him and protect them. Attack rolls against the protected creature have disadvantage, and only one creature can be protected at a time.
Unarmored Defense. While Braum is not wearing any armor, his Armor Class equals 10 + his Dexterity modifier + his Constitution modifier. He can use a shield and still gain this benefit.
Multiattack. Braum makes one ice punch attack and one shield bash, or uses one other action.
Ice Punch. Melee Weapon Attack: +11 to hit, reach 5ft., one target. Hit 6 (1 + 5) bludgeoning damage plus and additional 7 (2d6) cold damage.
Shield Bash. Melee Weapon Attack: reach 5ft., one target. Braum makes a Strength (Athletics) check contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use, and can only be one size larger than Braum or smaller). If Braum wins the contest, he either knocks the target prone or pushes it 5 feet away from him. The target also takes 7 (2d6) cold damage.
Glacial Fissure (Recharge 5-6). Braum slams his shield into the ground and creates a fissure that shoots out in a 10 foot wide 45 foot line. All creatures in the path must make a DC 18 Dexterity saving throw or take 22 (4d10) bludgeoning damage and 14 (4d6) cold damage and be knocked prone. On a successful save they take half damage and are not knocked prone. This leaves behind difficult terrain.
Winter's Bite. Braum uses his shield to send a blast of ice towards a creature within 20ft., who must succeed a DC 18 Dexterity saving throw or take 11 (2d10) bludgeoning damage plus 21 (6d6) cold damage, half on a success. Their speed is also halved until the end of their next turn.
Unbreakable. Braum readies his shield and attempts to completely block the next ranged attack or spell that would hit either himself or a creature he is protecting, or both. He makes a Strength check against the attack roll or spell DC, and if he beats it the damage is reduced to 0. On a fail, he takes half damage, even if he was not the original target, who takes no damage. On a success this provides his protected creature total cover until the end of their next turn unless they move more than 5ft. apart.
Description
Blessed with massive biceps and an even bigger heart, Braum is a beloved hero of the Freljord. Every mead hall north of Frostheld toasts his legendary strength, said to have felled a forest of oaks in a single night, and punched an entire mountain into rubble. Bearing an enchanted vault door as his shield, Braum roams the frozen north sporting a mustachioed smile as big as his muscles—a true friend to all those in need. Braum is always ready to protect those who have need, and fearlessly jumps in harms way to protect his friends and allies, or really anyone who needs it. Most of what he does is to prevent harm, for Braum's heart does not wish to hurt anyone.
But when needed, he is more than ready to use his magic shield to its full effect, saving those who
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