Barbarian: Difference between revisions

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== Path of Glaciers ==
== Path of Glaciers ==
Born from the frigid and daunting realm of the Northern Continent of the Wild-Plains, barbarians who follow the Path of Glaciers 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.<br>
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 ====
==== 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.<br>
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.<br>
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.
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 after taking the Dodge action, you can choose to maintain it instead.


==== Frostbite ====
==== Frostbite ====
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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.
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.


==== Icy Breath ====
==== Icy Burst ====
Also at 10th level, you can use an action to breath ice out in a 60ft cone, all creatures of your choice in that area make a Constitution Saving Throw with a DC of 8 + your proficiency bonus + your constitution, all creatures who fail the save take a number of d8s of cold damage equal to your proficiency bonus and are incapacitated until the start of your next turn, taking half as much on a successful save. You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.
Also at 10th level, you can use an action to send out a shockwave of ice. All creatures in a 30ft emanation must make a Constitution Saving Throw with a DC of 8 + your proficiency bonus + your Constitution Modifier. All creatures that fail the Save take a number of d8s of cold damage equal to your proficiency bonus and are Slowed until the end of your next turn, and taking half as much damage on a successful Save. You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.


==== Avalanche Stomp ====
==== Never-Ending Fortitude ====
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.
At 14th level, you become as unstoppable as a mighty glacier. When you take damage, you can use your Reaction to reduce that damage by 2d12. Additionally, you are immune to being knocked Prone, being Frightened, and being Slowed.


== Path of Impulse ==
== Path of Impulse ==