Barbarian
Base Class: Barbarian

Barbarians who follow the Path of the Icebound are forged by the unrelenting might of winter itself. Their rage manifests as a blizzard that freezes the battlefield and chills the hearts of their foes. Whether blessed by an ancient spirit of winter, cursed by an arctic entity, or simply hardened by survival in a frozen wasteland, these barbarians wield the unforgiving cold as a weapon.

When they rage, frost crystallizes across their bodies, icy winds swirl in their wake, and their enemies feel the unyielding bite of the northlands. Icebound barbarians are not only known for their strength, but also their ability to turn the battlefield into a frozen wasteland as an avatar of winter.

Level 3: Chilled to the Bone

You gain to Cold damage, and you don't suffer the effects of Extreme Cold.

Level 3: Icebound Fury

Your rage manifests an aura of cold, freezing your foes and shielding you from harm. Whenever you activate your Rage, you gain one of the following options of your choice.

Frost Aura. At the start of each of your turns while your Rage is active, you can choose to cause icy winds to swirl around you. Each creature of your choice within 15 feet of you takes Cold damage equal to, your Rage Damage Bonus, and its Speed is reduced by 10 feet until the start of your next turn.

Frozen Grip. On each your turns while your Rage is active, the first creature you hit with a weapon, or an Unarmed Strike takes an additional 2d6 Cold damage and its Speed is halved until the start of your next turn. The additional Cold damage increases when you reach Barbarian levels 6(2d8), 12(2d10) and 14(4d6).

Level 6: Avalanche

Once per active Rage, you can channel the fury of an avalanche into your movement. As part of the movement on your turn, you do not provoke Opportunity Attacks and ignore Difficult Terrian, but you must move at least 15 feet in a straight line.  

All creatures in your path must succeed on a Strength saving throw (DC10 plus your Strength Modifier and Proficiency Bonus). on a failed save a creature takes Cold Damage and is knocked prone. On a successful save, a creature takes half as much damage. A creature makes this save only once per turn.

To determine the amount of Cold Damage taken, roll a number of d8's equal to your Rage Damage Bonus, and add them together.

Level 10: Heart of Ice

At the start of your turn while your Rage is active, you can choose to briefly cover yourself in a layer of ice, which lasts until the start of your next turn. While covered in a layer of ice, attack rolls against you have disadvantage, and you can't be knocked prone, grappled, or moved against your will.

Level 14: Avatar of Winter

When you activate your Rage, you can assume the form of an Avatar of Winter. This form lasts for 1 minute, or until you drop to 0 Hit Points. Once you use this feature, you can't do so again until you finish a long rest.

While in this form, you gain the following benefits below.

Empowered Icebound Fury. you gain the benefits of both Icebound Fury options. Your Frost Aura increases from 15 to 30 feet. In addition, when you deal damage with your Frozen Grip, the creature also cannot take reactions until the start of your next turn.

Ice Block. When a creature within 30 feet of your takes damage while Bloodied, you can use a Reaction to expend a use of your Rage and freeze their blood. The creature gains a number of Temporary Hit Points equal to your barbarian level.

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