Barbarian
Base Class: Barbarian
The Path of the Glacial Titan is for Barbarians who tap into the power of ancient ice, becoming avatars of the unyielding and eternal cold. These warriors harness the primal force of glaciers, gaining both formidable defenses and frost-based offensive capabilities. They can withstand the harshest conditions and bring devastating cold to their enemies.
 

 

Prepared Spells

3rd

Titanic Cold, Icebound Rage

6th

Glacial Defense

10th

Frozen Soul

14th

Wrath of the Glacier

Titanic Cold

The essence of primordial glaciers courses through your veins.

You gain resistance to cold damage.

Additionally, you gain proficiency in the Intimidation skill. If you already have proficiency in Intimidation, you instead gain proficiency in one Barbarian skill of your choice.

While you are raging, whenever you succeed on a Charisma (Intimidation) check against a creature that can see or hear you, that creature takes cold damage equal to your Rage Damage bonus.

Finally, you ignore difficult terrain created by ice or snow, and you suffer no ill effects from extreme cold climates.

 

Icebound Rage

When you enter your Rage, frost spreads across your body and weapons.

Once on each of your turns while raging, when you hit a creature with a melee weapon attack using Strength, you can deal extra cold damage to that target.

The extra damage is determined by your Barbarian level:

Barbarian Level

Extra Cold Damage

3rd–9th

1d6

10th–13th

2d6

14th+

3d6

In addition, when you score a critical hit with a melee weapon attack while raging, the target’s speed is reduced by 10 feet until the start of your next turn.

A creature whose speed is already 0 is unaffected.

Glacial Defense

Your body becomes as resilient as a frozen mountain.

At the start of each of your turns while raging, if you have no temporary hit points from this feature, you gain temporary hit points equal to your Barbarian level.

While you have temporary hit points granted by this feature, a creature that hits you with a melee attack takes cold damage equal to your Constitution modifier (minimum of 1).

The damage from this feature can occur no more than once per turn against the same creature.

Frozen Soul

The eternal cold has seeped into your very spirit.

You gain immunity to the frightened condition.

In addition, whenever a creature within 30 feet of you deals cold damage to you, you can use your reaction to force that creature to make a Constitution saving throw.

The saving throw DC equals:

8 + your proficiency bonus + your Constitution modifier

On a failed save, the creature takes cold damage equal to half the cold damage you took (rounded down), and its speed is reduced by 10 feet until the end of its next turn.

On a successful save, the creature takes no damage and suffers no additional effect.

Frozen Lifeblood

You can draw vitality from the cold.

When you take cold damage, you can use your reaction to reduce that damage by an amount equal to your Barbarian level and regain hit points equal to your Constitution modifier (minimum of 1).

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Wrath of the Glacier

You become a living embodiment of winter’s devastation.

Glacial Crush

While raging, you can use an action to unleash a torrent of freezing energy in a 30-foot cone.

Each creature of your choice in the area must make a Constitution saving throw against your subclass save DC.

Save DC = 8 + your proficiency bonus + your Constitution modifier

On a failed save, a creature takes 6d10 cold damage and becomes restrained until the end of your next turn.

On a successful save, a creature takes half as much damage and isn’t restrained.

A restrained creature can use its action to make a Strength (Athletics) check against your save DC, ending the effect on itself on a success.

Once you use this feature, you can’t use it again until you finish a long rest.

Heart of Ice

While raging, if damage would reduce you to 0 hit points but not kill you outright, you can use your reaction to encase yourself in magical ice.

Instead of falling to 0 hit points, you drop to 1 hit point and gain resistance to all damage until the start of your next turn.

Once you use this feature, you can’t use it again until you finish a long rest.

 

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