Base Class: Barbarian
These barbarians hail from the cold wastes. Worshiping a wide pantheon of spirits connected to the northern wind. Their rage channels the cold ferocity of the northern wind imbuing them with great power while hampering their enemies. These barbarians carry the cold of the northern wind within them wherever they may go. When they rage the northern wind manifests freezing the land around them or even creating massive blizzards. They are most at home in the frozen wastes or the tundra and gain advantages while fighting in those environments. Due to the connection, these barbarians have with the animal spirits of the north they can communicate with all animals. This connection to the beasts is also reflected in their fighting style forgoing weapons, instead preferring to claw and bite at their opponent.
Fenrir's Fangs
At Lv. 3 you gain Fenrir's Fangs: When you enter rage add 1d6 * your barbarian Lv. cold damage to your weapon damage and 1d8 * your barbarian Lv. to your unarmed and bite attacks.
Fenrir's Ferocity
At Lv. 3 you gain Fenrir's Ferocity: Your unarmed damage die becomes d6, if you have the "Tavern brawler" feat it becomes a d8, and your bite attack uses a d4 and at Lv. 10 uses a d6. You can make a bite attack as a bonus action and at Lv. 10 you can make a bite attack in addition to your bonus action. You gain a +5 to hit with unarmed and bite attacks and it increases to a +10 at Lv. 12.
Eikthyrnir's Guidance
At Lv. 3 you gain Eikthyrnir's Guidance: You can speak with and understand all animals and gain advantage on animal handling checks. Your movement speed is increased by 10ft. when you are in the wild but you suffer a decrease of 10ft. when in an urban environment.
Sleipnir's Swiftness
At Lv. 6 you gain Sleipnir's Swiftness: You suffer no penalties or disadvantages form moving through all snow and ice. When you enter rage the ground within 15ft. of you becomes covered in slippery ice, all creatures except you must make a DEX check or be knocked prone, and the area within 30ft. of you becomes covered in deep snow, reducing the movement speed of all creatures except you by 10ft.
Tanngrisnir's Fury
At Lv. 6 you gain Tanngrisnir's Fury: As a normal action target one enemy you can see and call down a bolt of lightning upon it, the target must make a DEX saving throw or be hit, you can use this as a bonus action when raging. The lightning bolt deals 1d4 * your barbarian Lv. lightning damage to the target, if this ability hits a target your rage is extended by 2 rounds. You can use this ability 4 times per long rest.
Fenrir's Howl
At Lv. 6 you gain Fenrir's Howl: As a standard action you can breathe ice, in a 15ft. cone, any enemy caught in the cone must make a DEX saving throw or be frozen in place for 1d6 rounds. Any enemy within 30ft. of you must make a WIS saving throw or be frightened until they succeed their WIS save. You can use this ability as a bonus action while raging. You can use this ability 3 times per short or long rest.
Saehrimnir's Hide
At Lv. 10 you gain Saehrimnir's Hide: You suffer no penalties for fighting in a blizzard and gain 25% resistance to cold and lightning damage, while you are raging this resistance increases to 75%.
Yggdrasil's Endurance
At Lv. 10 you gain Yggdrasil's Endurance: When your HP drops to 0 you can gain 1 Lv. of exhaustion and continue fighting for 1 additional round and for every Lv. of exhaustion you have your rage is extended by 3 rounds. You regain 1d4 HP every round if you are fighting within a blizzard. Your allies don't suffer the negative effects of your abilities.
Jormungandr's Strength
At Lv. 10 you gain Jormungandr's Strength: You can ignore the effects of exhaustion for 1d6 rounds or 1d4 hours. While fighting in a blizzard you gain advantage on all unarmed and bite attack rolls. If you critically hit an enemy with an unarmed or bite attack you can either knock them prone or grapple them.
The Northern Wind
At Lv. 14 you gain The Northern Wind: Whenever you enter rage you can summon a giant blizzard, 70ft. sphere, all enemies take 2d12 cold damage each round and suffer disadvantage on all attack rolls. Any flying creature caught in this blizzard is forced to land. If you get knocked unconscious the blizzard is dispelled.
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