Base Class: Barbarian
The path you have chosen not to destroy but to protect, awakening a mythical ice known as true ice within. The true ice keeps the barbarian always on alert and serene, and turning their rage into a heighten sensorial state instead of tunneling their vision with rage. As a guardian, there are requirements for the true ice to surface from within, as long as they hold nothing but a shield on their hands the true ice will surface to aid them in their goal.
True Ice
Starting when you choose this path at 3rd level, you emanate true ice within, a mythical ice that cannot be melted. This true ice can be imbue into your unarmed strikes and a shield of your choice.
When you enter your rage, and you are holding nothing but a shield, you can imbue the shield and your unarmed strikes with true ice. You also gain resistance to cold damage, and they last until the rage ends.
Your unarmed strikes and shield are your only weapons. They deal cold damage equal to 1d8 + your Strength modifier on hit. Until the rage ends, you add your Strength modifier to the attack and damage rolls when you attack with it, as normal.
Your unarmed strikes and shield counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Stand Behind Me
Also at 3rd level, the true ice heightens your senses and reflexes that aid you to respond to threats to your allies with uncanny speed. If you are raging and a creature you can see within 30 feet of you is attacked, you can use your reaction to leap towards the target, and you are hit by the attack instead. When you leap in this way, you move the target 5 feet in a direction of its choice and occupy its original position.
Winter's Bite
At 6th level, you can channel your true ice and attack a creature assisting your allies. As a bonus action, you create a shard of ice and fling it at one creature within 30 feet of you. On a hit, the target takes cold damage equal to 1d8 + your Constitution modifier. Add your Constitution modifier to the attack and until the start of your next turn, that target has disadvantage on any attack roll that isn't against you and the creature's speed is reduced by 10 feet, and when the target hits a creature other than you with an attack, that creature has resistance to the damage of the target’s attacks.
Unbreakable Shield
At 10th level, the true ice you expands from your shield to protect allies within range. While you are raging, if you are wearing a shield, you can use an action to cause your shield to grow larger. Until the start of your next turn, your speed increases by 10 ft., you gain resistance to any damage, and any ranged attacks or spells which would pass within 10 ft. of you are instead directed at you.
Glacial Fissure
At 14th level, your true ice breaks through the ground knocking down hostile creatures to protect your allies.
As an action, you can cause an eruption of ice shards from the ground in a line 40 feet long and 10 feet wide. Each creature of your choice in that line must make a Dexterity saving throw. On a failed save, a creature takes 2d8 bludgeoning damage and 4d6 cold damage and is knocked prone, or half as much damage on a successful one and don't fall prone.
The ground in the area is covered with slick ice, making it difficult terrain. When a creature other than you enters the feature's area for the first time on a turn or starts its turn there, it must make another Dexterity saving throw.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Previous Versions
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8/31/2021 11:39:30 PM
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1.0
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9/1/2021 12:19:32 AM
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1.1
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2/12/2022 11:28:39 PM
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16
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6
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2/12/2022 11:34:05 PM
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88
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1.3
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Coming Soon
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