Barbarian
Base Class: Barbarian
A unique subclass for barbarians, the Frostborn are known for fighting devastatingly with one thing, their body.
 
The endless winter brings a hardness to the continent of Elith unlike the other parts of the world.
Men, Women and children fight for survival in the smaller towns within the tundra, Even living inside the vast fortress cities life can be a struggle.
Warriors rise and fall with the sun on the Tundra's plains, some rise to a reputation where life is easier than most, The most notable of these warriors is the legendary warrior known as Skallgrim Trostsson. The legendary Frostborn warrior.
Wild beasts roam this land freely, Fierce barbarians roam the ice flats in search of the northern herds of Snow deer, constructing large villages of tents and mead halls.
 

Hail Strikes

Starting at 3rd level, When you enter your rage you exude an aura of 5ft sub zero air that circles around you.

  • Upon making a melee attack you empower your weapon with ice damage, On a successful melee attack, you can choose to do a bonus 1d6 + half your barbarian level as ice, the target has to make a Constitution Saving Throw (DC 8 + Prof + Con Mod), on a fail, it has disadvantage on their next weapon attack, you can do this once per turn.

Bonus Proficiencies

Starting at 6th level, you gain bonus Proficiencies.

  • Learn a language of your choice
  • Choose two of your skill proficiencies, Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
  • Gain proficiency in Smith's tools.

Glacial Aura

Beginning at 6th level, Your rage unleashes a larger aura around you, you now exude a 15ft aura of super cooled howling gale.

  • You can choose 1 creature within your aura at 6th level (upgraded to 2 at 10th and up to 3 at 14th) that is caught within your aura, they must make a Constitution saving throw (DC equals 8 + your proficiency bonus + your Constitution modifier), or become Restrained, if they succeed their movement is reduced to half.
  • You are resistant to cold damage, if you already have this resistance you are instead resistant to thunder damage.
  • You have advantage on Constitution and Strength saving throws.

Elemental Exoskeleton

Beginning at 10th level, as an action, you can summon an exoskeleton of hardened ice while raging.

  • As per the effect of the Fire Shield spell.
  • Once you use this feature, you can’t use it again until you finish a long rest.
  • Whenever you are raging your friends within 30ft of you have advantage on all Strength checks and on saving throws against being frightened and Restrained.

Perma Frost

Starting at 14th level, Your presence on the battlefield does not go unfelt when raging.

  • Your aura increases in size by a further 5ft to a maximum of 20ft.
  • When you rage your size increases to large if you're a medium creature.
  • You are immune to cold and thunder damage.
  • You cannot be Prone or Restrained.
  • Enemies caught within your aura must make a Constitution saving throw (DC equals 8 + your proficiency bonus + your Constitution modifier) or become [condition]Restrained[/condition, on a failure their movement is reduced by half.
  • You deal an extra 1d6 + proficiency bonus in the form of cold or thunder damage, on a successful melee attack.

Previous Versions

Name Date Modified Views Adds Version Actions
1/30/2021 11:02:16 AM
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