Base Class: Barbarian
In the furthest corner of the North, past the elven nation of Alpenfrost, there is nothing but a white and barren land. Only the hardiest of living things call that harsh region their home. Among them, is one of the last remaining Goliath tribes, known as the Ankalathai. In their tradition, when a youth is ripe for the coming of age rite, they are to receive what is called the Breath of Ymir. It is a strenuous and long process in which the youth receiving the Breath of Ymir must endure an entire night of that year's coldest winter day without any food, drink, nor clothing in a meditative state. If they are still alive by dawn, their breath will no longer be visible in the cold, proof that Ymir's breath has entered the youth. They are then marked by the tribe shamans with ancestral tattoos depicting their family line. This also serves as a source of power. The young warriors raised in the Ankalathai innately draw power from their homeland of the North by manifesting its fierce winters through their tattoos.
Breath of Ymir
Blessed with a winter heart, you embrace the biting gales of the North. When you choose this subclass at 3rd level, you become resistant to cold damage, and traveling through any arctic region is not considered difficult terrain for you. Additionally, you can always sense when a blizzard is about to happen within a week's time.
Frozen Ink (Spellcasting)
The tattoos along your body are not only a depiction of your family line but the source of your tribe's power. You can choose between the frostbite or the ray of frost cantrips. You also learn spells related to winter at later levels as shown in the table.
| Barbarian Level | Spells |
|---|---|
| 3rd | Snilloc's snowball swarm |
| 6th | sleet storm |
| 10th | ice storm |
| 14th | maelstrom |
Frostbite
You can cast the frostbite cantrip at will.
Ray of Frost
You can cast the ray of frost cantrip at will.
Blood of Giants
As you age alongside the powers within you, your growth is accelerated resulting in an abnormal height for your race. Starting at 6th level, you grow an additional foot taller than you were a week ago. You can also write, read, and fluently speak Giant. Additionally, as a bonus action, you can enlarge yourself even further, gaining the same benefits as the Enlarge spell. You may use this feature twice per Long Rest. This increases to twice per Short Rest at 10th level.
Winter's Ire
The biting winds and hailing snow from within you are yours to control. Whenever you cast a spell or attack with a weapon that you are proficient in, you may add a number of d4's to the damage roll equal to your proficiency bonus as cold damage. Additionally, granted spells that you cast that have a save DC are increased by 1 DC.
Ymir's Kin
Your ancient blood connects to that of the famed father of Ice Giants, Ymir, granting you a great portion of his powers. Starting at 14th level, you are immune to cold damage and resistant to fire damage. As an action, you call forth the rage of winter as a spherical aura of 30ft. centered on you, protects creatures that you choose and harms those that are uninvited in the cold embrace.
- Allies are resistant to cold damage
- Allies instantly succeed in any spell save DC that is yours
- Enemies that enter or start within the aura have their movement speed halved
- Enemies that enter or start within the aura take 5d6 cold damage, ignoring resistance
- Any weapon attack directed to you or your allies within the aura have disadvantage
- Any spell, effect, or attack other than yours or an allies' that does cold damage is absorbed into the aura increasing its duration for one additional round
This aura lasts for 1 minute. You may use this feature once per Long Rest.
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