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In the desolate stretches of the frozen north, where blizzards scream and glaciers creep, a sect of barbarians harnesses the wrath of winter. Their rage isn't loud or frenzied; it's the cold, silent fury of the long winter nights. These warriors channel the elements of cold and frost into their strikes, freezing foes in their tracks and leaving behind a trail of ice.

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Frostfire Rage

Starting at 3rd level, you harbor the elemental power of the frosty north, which manifests as a cold fury during your rages. This energy is represented by your Frostfire Dice, which start as d6s. You have a number of these dice equal to twice your proficiency bonus.

Whenever a creature hits you with a melee attack while you are raging, you can expend one of your Frostfire Dice to deal cold damage to the attacker. The damage is determined by rolling the Frostfire Die.

Once you've expended all of your Frostfire Dice, you must complete a long rest to regain them. However, as a bonus action during your turn, you can harness the biting winds of the north to regain one expended Frostfire Die, but you cannot use this ability again until you finish a short or long rest.

When you reach 6th level in this class, the size of your Frostfire Dice increases to a d8. It increases again to a d10 at 10th level, and to a d12 at 14th level.


Glacial Grasp

By 6th level, the chill of the icy wilderness courses through your veins, empowering your very touch with frost. While raging, if you grapple a creature, it becomes restrained by layers of ice forming around it. At the end of each of your turns where you maintain the grapple, the creature takes cold damage as your grip intensifies the freezing embrace.

The cold damage starts at 1d6 on the first turn. On each subsequent turn you maintain the grapple, the damage increases by an additional d6, up to a maximum number of dice equal to your barbarian level.

The creature can attempt a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Constitution modifier at the end of each of its turns. On a successful save, it breaks free from the grapple and the restraining ice.


Heart of the Blizzard

By 10th level, your communion with winter reaches its peak, attuning you to the most ferocious aspects of blizzards and frozen landscapes. You can move across difficult terrain made of ice or snow without expending extra movement.

Additionally, whenever you start your turn while raging, you can choose to summon a whirlwind of icy winds and snowflakes that surround you in a 10-foot radius. All creatures and objects within this area are heavily obscured, including you. However, you can see through this localized blizzard — and any other blizzard conditions — as if it were clear.


Frozen Onslaught

Upon reaching 14th level, once per rage, you can unleash a devastating attack that freezes the very soul of your enemy. When you hit a creature with a melee weapon attack, you can force the creature to make a Constitution saving throw against a DC equal to 8 + your proficiency bonus + your Constitution modifier. On a failed save, the creature is paralyzed with cold for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.

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