Base Class: Barbarian
Tortured by starvation in the cold winter woods, the spirit of the Wendigo emerges within you. You crave the flesh of other humanoids knowing it will give you even greater power. However, you are strong of mind and keep the spirit at bay. Only now can you partially unleash the spirit to aid you in battle. Barbarians along the Path of the Wendigo Spirit did not choose to be the way they are, but they were forced into this position by starvation and cold. This grants them the abilities of a Wendigo without the mindless cannibalism.
Raging Spirit
At level 3, when you rage, the spirit of the Wendigo trapped inside you is allowed to partially emerge. this enacts certain physical changes on your body. Your arms become longer, allowing you to reach 10ft with your unarmed strikes, your fingers extend into long bony claws dealing 1d4 + STR bonus slashing damage, and you grow pointed deer antlers dealing 1d4 + STR bonus piercing damage.
Bloodlust
When you kill a creature while raging your possible time to continue raging increases by ten minutes, you gain temporary hit points equal to half of their maximum hit points, and you add 1d4 to your Claw and Antler attacks.
If you kill another creature before you run out of temporary hit points, add the amount of temp hit points you currently have to the amount you gain from the killed creature.
Frozen Heart
At level 6, you gain resistance to cold damage and deal an extra 1d6 cold damage per strike while raging. When you score a critical hit, deal an extra 1d6 cold damage per your proficiency bonus. You are not adversely effected by cold temperatures around you.
This increases to 1d10 at level 20.
Cold Intimidating Presence
Beginning at 10th level, you can use your action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you.
If the creature succeeds on its saving throw, you can’t use this feature on that creature again for 24 hours.
Starving Rampage
At level 10, when you kill a creature on your turn you get to take another turn. You can only use this ability once per round. This ability can only be used a number of times equal to your proficiency bonus. Uses reset on a short rest.
Frozen Hunger
At level 14, when you hit a creature while raging they must make a DC (10 + your hit bonus) Constitution saving throw, taking 1d4 cold damage every turn on a failed save with no negative effects on a successive save. Additionally, half the amount of cold damage dealt with each initial hit is added to your hit points.
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