Barbarian
Base Class: Barbarian

Fall from Light

Once a emissary of the light has fallen to the powers of the darkness, an ancient power opposed to the light but equally if not more powerful. A Stasis Behemoth races into battle covered in an armor of Stasis crystals, allowing the Behemoth to temporarily become an unstoppable machine of power and destruction, able to jump higher, faster, and farther, all while blasting enemies with greatly increased melee attacks. Able to manipulate the darkness to their will they freeze their foes where they stand before destroying them leaving only ice shards behind.

Spellcasting

As Stasis Behemoth, your magic is advanced and no longer are you limited when raging. You can know cast spells while raging, so long as the spells deal with cold damage or involves keywords “Ice”, “Frost”, or “Frozen” in its name.

Glacial Quake

When you enter rage, you summon a torrent of Stasis energy into yourself, turning your own body into the ultimate weapon. While in rage, the following effects apply: your base walking speed increases by 10 feet; your unarmed strikes are all Shiver Strikes; you have a immunity to cold and resistance to bludgeoning, piercing, and slashing magical damage; you cannot hold any other weapons or objects in your hands (any weapons or objects you are holding when you activate your rage are dropped.) Ice and snow environments no longer are difficult terrain for you, and you can see clearly in blizzards, heavy rain, and fog/mist.

Ground Control. While you are raging, you part of your attack action to slam both of your fists into a hard surface that you share the same space with, such as a wall or the floor, to send out a shockwave of cold in a 30ft cone from you. All creatures within that cone of you must make a Strength saving throw against a DC (8 + Proficiency + CON). They take 2d6 + your CON modifier in explosive cold damage and are frozen on a failed save, or half as much on a success and are slowed (15 movement speed reduced) till the end of their next turn. The area then becomes difficult terrain till your rage ends.

Starting at 1st level, roll d6 for damage. Increase the damage die size by one at 6th (d8), 11th (d10), and 15th level (d12) and an additional damage die.

 

Stasis Empowered

At 6th level, cold damage you would inflict ignore resistance and In addition, when you roll for damage that deals cold damage you can treat any 1 on a damage die as a 2.

Additionally, while raging your AC is increased by 2 as your strengthened by stasis and when a enemy would hit you, they take 1d10 cold damage.

Stasis Blastzone

At 10th level, When you use Ground Control, at the end of the cone, three stasis shards are formed. If an enemy would be in 10 feet of one of these Stasis Shards, their movement is reduced by 20, and they cannot use reactions. (Creatures one size larger or bigger then you are immune to this effect specifically.)

You can use Shivering Strike into one of these Shards, and when you do the shard detonates (15 foot area around the shard) into an ice explosion, forcing creatures to make a DEX saving throw, dealing 4d6 cold damage on a fail, and half damage on a save success. If a creature nearby is frozen they automatically fail the saving throw and the target takes the damage multiplied by 2.

This Feature can only be used amount of times equal to your constitution modifier (Minimum of 1.)

Icefall Mantle

At 14th level, You can no longer be exhausted and no longer need to breath, eat, or sleep as you are taken over by the endless darkness.

Additionally, You can freely walk on water, freezing it as you take each step. You also gain 100 temporary HP at the end of each long rest, and If the temperature around you is 0 degrees Fahrenheit or lower, You regain 5 hit points at the start of your turn, if you are healed to maximum this can ability can begin to heal your temporary HP back to 100 if it is not already.

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