Base Class: Barbarian
In the snowy mountains of Gorathorn lies the Cult of Saint Nebuchadnezzar. A powerful deity who bestows magic to his followers, making them creatures of frost and flesh. When these barbarians rage, they emanate an aura of frost and use the Saint’s magic to control the battlefield.
Barbarians who take this path gain the power of the Ice Reaver. They are bound to Saint Nebuchadnezzar and his teachings and serve his every whim. Or the barbarian uses Saint Nebuchadnezzar for his power so they can overthrow him and take over the cult.
Cold Aura
Starting when you choose this path at 3 level, you are resistant to frost damage. You can use your action to cast Ray of Frost. You can only cast this cantrip equal to you Constitution modifier + your proficiency bonus. Your spell attack bonus equals your Constitution modifier + proficiency bonus, you regain all expended uses after finishing a long rest.
Frozen Enhancement
At 6 level you can imbue yourself with Saint Nebuchadnezzar’s power to make yourself more powerful in combat. As a bonus action you can imbue yourself to do one of the following. You can use this feature equal to your Constitution modifier (minimum of 1), you regain all expended uses after finishing a long rest.
- Imbue your weapon to deal an extra 1d6 frost damage for 1 round. Damage increases by 1d6 on 10 level(2d6) and 14 level(3d6).
- Imbue your armor to be covered in ice increasing your AC by 2 for 1 round.
- Imbue your feet allowing you to walk on water for 1 round. (Increased to 1 minute at 14 level)
- Imbue your body to resist poison effects for 1 minute.
- Imbue your mind to suppress any charm for 1 minute.
- Imbue your spirit to gain advantage on 1 saving throw or ability check.
Frost Parry
At 10 level your rage damages those who attack you. While you are raging, if a creature hits you with a melee attack, the creature takes 2d10 cold damage. This ability can only be triggered once per rage.
Ice Protection
At 14 level the frost on your body temporarily closes wounds you get during battle. While you are raging, if you get hit by an attack that does not deal fire damage you gain 1d12 temporary hit points. Once your rage ends, you lose all acquired temporary hit points. You are also immune to cold damage. Once you use this feature you cannot use it until you finish a long rest.
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