Base Class: Barbarian
The freezing tundras and frigid wastes of the world are harsh, but those that thrive there are much, much harsher. The ice that runs through their veins isn't nearly as cold as their stare, their determination, and their fury should it ever be unleashed. Encasing themselves in armor of ice, summoning weapons of frost and death, and even producing blasts of cold to freeze their foes. Those that follow the Path of the Eternal Winter should not be lightly trifled with.
Frost Walker
Beginning at 3rd level, you have a natural sense of balance and spacial awareness, allowing you to maintain your footing in unsure and unstable environments. You are unaffected by slippery surfaces that act as difficult terrain, such as ice or grease, and you have advantage on saving throws against being knocked Prone.
In addition, you gain a swimming speed equal to your walking speed.
Fury of the North
Also at 3rd level, your fury runs cold like the ice in your veins, a relentless, icy determination empowering you. When you enter your rage, glacial armor forms over your body, encasing you in your natural element. You gain temporary hit points equal to your 2 x your barbarian level, these hit points being resistant to cold and fire damage. You also gain resistance to cold damage for the duration of your rage.
In addition, you gain access to the Frostbite and Ray of Frost cantrips, and can cast them while raging. Constitution is your spellcasting ability score, and they do not count against your number of spells known, if you have any.
Wielder of Winter's Wrath
At 6th level, you learn to freeze and manipulate the moisture in the air, conjuring weapons of solid ice. As an action, you can create a melee weapon you are proficient with out of ice. This weapon is fragile but deadly, able to chill your foes to the bone. The weapon can last for up to 10 minutes, or until it is destroyed. In hot conditions, the time and durability of your weapon is halved (rounded down). The weapon can hit a creature a number of times equal to your proficiency bonus, with the attacks dealing an additional 1d6 cold damage. The damage increases when you reach certain levels in this class, increasing to 2d6 at 10th level, 3d6 at 15th level, and 4d6 at 20th level. On the last hit the weapon explodes, coating those around you in freezing frost. Hostile creatures within 5 feet of you when your weapon breaks must make a Constitution saving throw (DC equals 8 + your proficiency bonus + your Constitution modifier) or be Restrained until the end of your next turn. Creatures that are resistant or immune to cold damage have advantage on the save.
You can use this ability a number of times equal to your Constitution modifier (minimum of once) per long rest.
Flurry of Fury
At 10th level, your ice can act as a path for you and a hindrance for others, shifting the flow of a battlefield. While you are raging, you can use your reaction to an enemy coming within 20 feet of you to freeze the ground beneath your feet, waves of frost rippling out from you. Creatures on the ground within a 20-foot circle of you must make a Dexterity saving throw (DC equals 8 + your proficiency bonus + your Constitution modifier) or take 2d8 cold damage and be knocked Prone. While you are within this area of ice, your movement speed increases by 10 feet, your movement does not provoke opportunity attacks, and you have advantage on Constitution and Dexterity saving throws. The ice lasts until your rage ends. At 15th level, the range of this ability increases to 40 feet.
You can use this ability once per long rest. At 15th level, you can use this ability twice per long rest.
Living Blizzard
At 14th level, the frigid winds that dwell within you burst free, surrounding you in a vortex of snow and ice. You gain the following benefits:
- You gain permanent resistance to cold and fire damage while not raging, and immunity to cold while you are.
- The temporary hit points granted by your glacial armor are now resistant to all damage, and immune to cold and fire damage.
- You are under the permanent effect of the Water Walk spell, unless you are within an Antimagic Field or similar effect.
- Your attacks are cold enough to ignore resistance to cold damage, and treat immunity as resistance instead. This includes spells, such as Ray of Frost, and other cold-based spells from other classes or features.
- When you enter your rage, all hostile creatures within 30 feet of you must succeed on Strength saving throw (DC equals 8 + your proficiency bonus + your Constitution modifier) or be pushed back 20 feet and fall Prone.
- Creatures that start or end their turn within 10 feet of you have their movement speed halved until the end of their next turn.
Previous Versions
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