Barbarian
Base Class: Barbarian

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Raging Blizzard

Starting when you choose this path at 3rd level, an aura of icy spectral warriors appear around you when you rage. The aura extends 10 in all direction but not through total cover.

When this aura is activated, each creature of your choice in your aura gains Temporary Hit-Points equal to your Barbarian level divided by 2. While a creature has these Temporary Hit-Points, the creature has immunity to Cold Damage and resistance to Fire Damage. In addition, the aura is considered Difficult Terrain for those who do not have the Temporary Hit-points.

 Additionally you don’t suffer the effects of extreme cold, as described in the DMG.

Ice Spirit's Sword and Shield.

Beginning at 6th level, the Ice Spirits can provide supernatural protections to those you defend and supernatural strength to those you empower.

Defense:

While raging and a creature you can see within 30 feet of you takes damage, you can use your reaction to reduce that damage by 2d6.

When you reach certain levels in this class, you can reduce the damage by more: by 3d6 at 10th level and by 4d6 at 14th level.

Empower:

While raging each creature of your choice in the aura has an Ice Spirit empower their weapons with frost, Weapons deal an additional 2d6 cold damage. 

When you reach certain levels in this class, you can reduce the damage by more: by 3d6 at 10th level and by 4d6 at 14th level.

Renewal:

As a bonus action you can renew the bonus Temporary Hit-Points a number of times equal to your Constitution Modifier. (minimum of one.)

Blizzards Cloak

Starting at level 10 you become one with your Ancestral Ice Spirits. Once during your rage as an bonus action, you can channel your spirit to enlarge your body to suit it's size.

Enlarge:

Your size doubles in all dimensions, and your weight is multiplied by eight. This growth increases your size by one category - from Medium to Large, for example. If there isn't enough room for you to double in size, you attain the maximum possible size in the space available. Until the effect ends, you also has advantage on Strength Checks and Strength saving throws. Your Weapons also grow to match your new size unless they are otherwise already accommodating. While these Weapons are enlarged, your Attacks with them deal 1d4 extra damage. This effect lasts for the duration of the rage.

In addition, while Enlarged your Raging Blizzard's aura increases to 30 feet.

Vengeful Storm

At 14th level, your Ancestral Ice Spirits grow powerful enough to retaliate. When you use your Spirit Shield to reduce the damage of an attack, the attacker takes an amount of force damage that your Spirit Shield prevents.

In addition your Ancestral Ice Spirits for a hail storm around the outer edge of your Raging Blizzard. The hail is swirling at 15 Miles Per Hour and remains centered on yourself. Each Creature entering or exiting your Raging Blizzard's aura must make a Dexterity saving throw. A creature takes 2d8 Bludgeoning damage, 4d6 Cold damage, and knocked prone on a failed save, Or half as much damage and is not knocked prone on a successful one. 

In addition the hail storm has the following effects:

  • It extinguishes unprotected flames in its area that are torch-sized or smaller.
  • The attack rolls of ranged weapon attacks have disadvantage if they pass in or out of the wind.
  • It hedges out vapor, gas, and fog that can be dispersed by strong wind.

 

Previous Versions

Name Date Modified Views Adds Version Actions
10/18/2020 7:22:32 PM
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