Base Class: Barbarian
The figure towered over them, casting a large shadow that engulfed Fenrir and Tyrisson. His polished silver armor looked dull and battle-worn in the winter sun, and the trees reflected no light. Yet covered in snow, the Jotun boasted large runes, inscribed onto his armor. Large blue tattoos covered his upper body, showing that the warrior feared no enemy, and engulfed death with open arms. The Jotun carried his large greataxe over his back, his arm bent. And staring straight at the two of them were cold blue eyes.
"So.... You've arrived, Son of Tyr & Son of Loki. You're much smaller than I imagined. I suppose you came here with purpose?"
- Harlgrath Mjorn, Scribe of the Vanir
Hailing from the coldest mountain tops and taigas of Jotunheim, a few of the Jotun traveled to Sjórheim and set up a civilization within the infinite sea. Those who chose the Path of the Jotun grow considerably in size, due to the Jotun blood given to them upon initiation. These barbarians are known for their large physique and their endless knowledge of Jotunheim and its inhabitants. Many receive visions of Valhalla or Jotunheim, while other face direct contact with their gods. Whoever they are, Jotunblood Barbarians are a foe to be reckoned with. They can out last their opponents for days, and hit hard.
Those who follow the Path of the Jotun uphold a legacy that has lasted for a millennia. These barbarians, if they have not been born of Jotunblood, drink the blood of the ancestors, who grant them a vision of their life ahead. Some dream of glory, others dream of a great hunt. No matter the dream, there is one common sign from them: The barbarian is to go to Jotunheim or Valhalla when they die. They are destined for greatness, their fate re-forged by their new lineage.
Spellcasting
When you reach 3rd level, you gain the ability to cast spells. See Spells Rules for the general rules of spellcasting.
Cantrips
You learn three cantrips from your spell list. You learn another cantrip of your choice at 10th level.
Spell Slots
The Path of the Jotun Spellcasting table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell charm person and have a 1st-level and a 2nd-level spell slot available, you can cast charm person using either slot.
Spellcasting Ability
Constitution is your spellcasting ability for your spells, since you learn your spells through divine gifts. You use your Constitution whenever a spell refers to your spellcasting ability. In addition, you use your Constitution modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Constitution modifier
Spell attack modifier = your proficiency bonus + your Constitution modifier
Cold Hearted
Starting when you choose this path at 3rd level, you have no need for cold weather gear, having become accustomed to cold climates. You have resistance to cold, lightning, and thunder damage whilst raging. Your rage will only end when you either use a bonus action to end it, or when your rage's duration ends. You can cast a spell or cantrip that deals cold damage whenever you make a critical hit, regardless of how many spells you have casted this turn, and even if you're currently raging. You still use up spell slots as normal.
Calm Strikes
Once per turn, you can strike a target with unrivaled ferocity. You attack with disadvantage, but you can add your constitution modifier to your attack roll. If you hit, you deal 1d12 cold damage. you expend your spell slots to deal an additional d12 of cold damage per level. You crit on a 19, and on a critical hit, you roll twice the amount of d12s. After combat, you take one level of exhaustion.
Endless Endurance
Beginning at 6th level, you can’t be poisoned or stunned. You also gain hit points equal to an amount of d8s equal to your wisdom modifier.
Freezing Aura
Beginning at 10th level, you can emit a freezing aura as a bonus action, consuming at least one spell slot. Each turn, you will deal 1d6 cold damage to creatures you designate within 30ft. You deal an additional amount of damage per spell slot consumed. Each spell slot consumed will add an number of d6s equal to their level. This aura lasts a minute, after which you a take a level of exhaustion.
Jotun-Casting
Starting at 14th level, you can now cast Barbarian spells when raging.
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