Base Class: Barbarian
The Path of the Frost Giant calls to those who revel in the raw fury of the frozen north, where only the strongest endure. Born from the unyielding lands of ice and snow, these barbarians channel the power of frost giants to unleash icy destruction upon their foes.
As a Frost Reaver, you draw strength from your ancestral connection to the frost giants, embodying their ruthless nature and reverence for raw power. Your skin takes on a bluish tint, and your hair whitens with each victory, a mark of your ever-growing affinity with the glacial titans. You crave the thrill of battle, seeking worthy opponents to prove your might. With every scar and trophy claimed, your status among your kin rises.
You command the chill of winter, creating blizzards that freeze your enemies in their tracks. Your strikes hit with the force of an avalanche, and the very ground trembles under your feet. The cold becomes your ally, invigorating you while sapping the strength of your foes. As a Reaver of the Ice, you are relentless and unforgiving, leaving a path of ruin in your wake.
In battle, your presence is marked by a fierce and primal energy, instilling fear and respect in equal measure. To follow the Path of the Frost Giant is to embrace the brutality of the north and to let the ice in your veins guide you to victory.
Giant’s Wit
3rd-Level Path of the Frost Giant Feature
When you choose this path, you learn to speak, read, and write Giant or one other language of your choice if you already know Giant.
Whenever you make an Intelligence or Wisdom skill check, you may use your Constitution modifier for the check rather than the normal ability modifier.
You are no longer affected by extreme cold environments and you can cause a ten by ten foot area of water or other freezable liquids you touch to freeze to a depth of 1 foot, during this freeze you may choose its shape.
Frost Giant’s Domain
3rd-Level Path of the Frost Giant Feature
Your rages pull strength from the primordial frost of giant kings, transforming your skill to a light blue hue and your hair to a winter white. When you choose to rage you may create a domain of permafrost centered on you extending 10 feet from you in every direction, but not through total cover, while in this domain you gain the following benefits:
You become resistant to cold damage.
Whenever a creature is reduced to 0 HP while in the domain, you restore hit points equal to your level.
You gain a maximum of 1d4 temporary hit points per turn for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 1d4 cold damage. This increases to 2d4 at 5th level, 3d4 at 11th level, and 4d4 at 17th level.
Deep Freeze
6th-Level Path of the Frost Giant Feature
Your bond with the elemental might of giants grows, and you begin to restrict creatures with permafrost.
When you hit a creature with both your attacks it falls under the effects of a successful slow spell until the end of your next turn as permafrost begins enveloping them.
A creature affected by this feature can make a Constitution saving throw at the end of its turn. On a success, the effect ends. Creatures that are immune to cold damage make this save with advantage.
Eternal winter
10th-Level Path of the Frost Giant Feature
Once you reach 10th level, your domain grows in power. When you create your domain, its benefits increase as follows:
The Domains range becomes 20 feet.
Your speed can not be reduced.
The healing increases to double your level.
When you reduce a creature to 0 hit points you can use your reaction to gain one charge of rage back once per initiative.
Absolute Zero
14th-Level Path of the Frost Giant Feature
Those who dare remain within your domain must drown in eternal frost.
While you Domain is active you gain the following benefits:
You gain immunity to cold damage and resistance to fire damage.
Your domain increases to 30 feet.
You emit a Blizzard that extends out to the range of your domain. The area within the cloud is heavily obscured to all creatures of your choice. All non magical fires inside extinguish and all non magical liquid water freezes into ice. Creatures of your choice that start their turn there must make a constitution saving throw (DC = 8 + Proficiency + Constitution) On a failure they are under the effects of extreme cold (DMG page 110).
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8/15/2024 8:40:06 PM
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