Barbarian
Base Class: Barbarian

Not much is known in Terrus about the warlords of Volundr, these people are able to withstand the brutal cold and wild beasts. They are in a class of their own, living in a tribal system alongside the kin of dragons. The last time I encountered one, I was travelling towards Atfarf Volundr on a expedition in the name of House Lennirian, delivering various tomes that their sage has requested. On the path, I was ambushed by a group of wolves who must've smelled my rations. When they attacked me, I held my own for quite some time, but they kept coming, one of these warlords came to my rescue, wielding crude weapons but easily overpowering the wolves. I have planned an expedition to visit one of their tribes but, I hope they are friendly enough to listen to my rambling.

-Grimoire Regalia

Glacial State

Starting when you choose this path at 3rd level, you can enter a glacial state when you rage, causing icy crystals to form along your arms. If you do so, for the duration of your rage, you gain a sheath of ice that covers your melee weapons. When you make an attack with your melee weapon while raging, you deal additional cold damage equal to your strength modifier, and you reduce that creature's movement speed by 10 until the end of the next turn.

Battle Ready

Beginning at 6th level, you can bolster your allies when you enter rage, letting out a battlecry, enhancing your allies and causing icy crystals to slow opponents. When you enter rage, you can use this feature, letting out a battlecry that affects all creatures that can hear it within 50ft. Friendly creatures gain a bonus to their strength weapon attacks equal to your strength modifier while other creatures of your choice within range have their movement speed reduced by 15ft. These effects last for 1 minute.

You can use this feature a limited number of times per short rest equal to your strength modifier.

Glacial Quake

Beginning at 10th level, you can use your action to summon a radial blast of icy spikes that erupt from the floor. When you do so, all creatures within 30 feet of you must succeed on a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Strength modifier) or take 3d8s of piercing damage and be pushed back 10ft. A creature that succeeds on their Dexterity saving throw take half of the cold damage and are not pushed back.

You can only use this feature once per round, and you can use this feature a limited number of times per long rest equal to your strength modifier. 

Cold Comfort

Starting at 14th level, icy energy manifests around you, granting you a stalwart defense. You gain immunity to both fire and cold damage. Whenever you deal cold damage, you can summon an icy sheet of armor which grants you a bonus to your armor class equal to your constitution modifier until the end of your next turn, if you activate this effect while you already have it active, it will refresh it's duration.

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