Born from the frigid and daunting Frozen North, barbarians
who follow Path of the Glacier have learned to harbor the
resolute stillness, patience, and unwavering determination
and destruction of the icy landscape. These warriors transform their bodies into powerful moving bunkers that are as
difficult to take down as they are to escape from.
Barbarians that follow this path are often trained hunters
who enjoy the patient stalking of prey. They thrive on the
peril they impose on their fleeing targets, and take special
pride in their slow-and-steady approach.
Permafrost
Starting when you choose this path at 3rd level, your skin becomes icy and tough to the touch. You gain resistance to cold
damage, and while you’re not wearing any armor, you gain a
+1 bonus to your AC.
In addition, your rage is a cold and patient well of power.
When your rage would end early due to you either not attacking or taking damage, you can choose to maintain it instead.
You can use this feature a number of times equal to your Constitution modifier (minimum of 1). You regain all expended
uses when you finish a long rest.
Frostbite
Also at 3rd level, you can unleash the unforgiving cold inside
of you with your attacks. Once on each of your turns while
you’re raging, you can release a burst of sheer cold when you
hit a target with a melee weapon attack. When you do, that
target takes an extra 1d6 cold damage from the attack. This
damage increases when you reach certain levels in this class,
increasing to 2d6 cold damage at 10th level and 3d6 at 14th
level.
When a creature takes cold damage in this way, its movement speed is reduced by 10 feet until the start of your next
turn.
Cold Fortress
By 6th level, you learn to further channel the icy resilience
within you. When you enter a rage and are not wearing any
armor, your skin becomes shielded by a protective layer of
frost. This frost grants you a number of temporary hit points
equal to 1d12 + your Constitution modifier that last for 1 hour.
You can use a bonus action on your following turns while
you’re raging to expend a Hit Die to gain these temporary
hit points again. When you do, the number of temporary hit
points you gain is equal to the maximum roll of the expended
Hit Die + your Constitution modifier.
Deep Sleep
At 10th level, you can choose to enter a deep state of hibernation when you take a long rest. While resting in this way,
you’re cold to the touch and appear dead to all outward
inspection and to spells used to determine your status. Noise
and other distractions fail to wake you.
You awake from this rest after 6 hours or when you take
damage or a creature uses its action to slap you awake. If you
finish a continuous 6 hours of sleep in this way, you gain the
benefits of finishing a long rest, and you regain all expended
Hit Dice.
Avalanche Stomp
At 14th level, you become as mighty as an unstoppable
glacier. As an action, you can stomp the ground to send out
a magical tremor. All creatures of your choice within 15 feet
of you must make a Dexterity saving throw (DC 8 + your
proficiency bonus + your Strength modifier). On a failed
save, a creature takes bludgeoning damage equal to 3d6 +
your Strength modifier and is knocked prone. If you use this
feature while you’re raging, your rage is maintained until the
end of your next turn.
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