Barbarian
Base Class: Barbarian

Legends speak of warriors born from the heart of the endless tundra, their souls tempered in the howling winds of winter storms. Known as Rimebreakers, these barbarians do not merely endure the cold — they become its living embodiment.

When they rage, the air crackles with frost, and their strikes carry the bite of a glacier’s edge. They can hurl themselves across the battlefield in great, frozen leaps, bringing the full weight of the storm down upon their enemies. As their power grows, a blizzard swirls perpetually around them, turning the ground to treacherous ice and halting even the most determined foe.

A Rimebreaker’s fury is as relentless as the winter — beautiful, merciless, and impossible to escape.

Frostbound Rage

When you choose this path at 3rd level, your rage infuses your strikes with elemental frost. While raging:

  • Your melee weapon attacks deal extra cold damage equal to your Rage Damage bonus.

  • You gain resistance to cold damage.

  • The first time you hit a creature with a melee attack on your turn, its movement speed is reduced by 10 feet until the start of your next turn.

Feral Surge

As a bonus action while raging, you can leap up to 20 feet to an unoccupied space you can see. At the end of this leap, you can make one melee weapon attack as part of the same bonus action.

  • If the attack hits, the target takes an extra 1d6 cold damage and must make a Strength saving throw (DC = 8 + your proficiency bonus + your Strength modifier) or be knocked prone.

  • You can use this feature a number of times equal to your proficiency bonus per long rest.

Winter’s Grasp

Your frosty aura deepens during rage. Whenever a creature starts its turn within 10 feet of you while you are raging, it must succeed on a Constitution saving throw (DC as above) or have its movement speed halved until the start of its next turn.

In addition, you ignore difficult terrain created by ice or snow.

Avalanche Crash

When you use Feral Surge, you may choose to slam into the ground at the end of your leap, sending a shockwave of ice in a 10-foot radius.

  • Each creature of your choice in that area must make a Strength saving throw or be knocked prone and take cold damage equal to 2d8 + your Strength modifier (half on a success).

Heart of the Blizzard

You become a walking storm. While raging:

  • You gain immunity to cold damage.

  • Whenever you hit a creature with a melee attack, it must succeed on a Strength saving throw or be pushed 10 feet away and knocked prone.

  • Once per rage, you can unleash a Blizzard Burst as an action: every creature of your choice within 15 feet takes 4d8 cold damage and has its movement speed reduced to 0 until the start of your next turn (Constitution save for half damage and no speed reduction).

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