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Path of the Iceborn Barbarian


Hit Points

Hit Dice: d12 per Path of the Iceborn Barbarian level
Hit Points at first Level: 12 + your constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per barbarian level after 1st

Proficiences

Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival

Overview & Creation

Though a rare phenomenon indeed, the blood of the tribes of the Freljord has been known to carry the power from an ancient and terrible bargain. From mother to child, the Iceborn are stronger, tougher, more resistant to cold - and they are capable, with great effort, of wielding weapons of magical, unmelting True Ice.


Class Features

Rage     In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.   While raging, you gain the following benefits if you aren’t wearing heavy armor:   You have advantage on Strength checks and Strength saving throws. When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table. You have resistance to bludgeoning, piercing, and slashing damage. If you are able to cast spells, you can’t cast them or concentrate on them while raging.   Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.   Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.   Unarmored Defense   While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.   Reckless Attack   Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.   Danger Sense   At 2nd level, you gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger.   You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.   Primal Path   At 3rd level, you choose a path that shapes the nature of your rage. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.   Ability Score Improvement   When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.   Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.   Extra Attack   Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.   Fast Movement   Starting at 5th level, your speed increases by 10 feet while you aren’t wearing heavy armor.   Feral Instinct   By 7th level, your instincts are so honed that you have advantage on initiative rolls.   Additionally, if you are surprised at the beginning of combat and aren’t incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.   Brutal Critical   Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.   This increases to two additional dice at 13th level and three additional dice at 17th level.     Relentless Rage   Starting at 11th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you’re raging and don’t die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.   Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.   Brutal Critical   At 13th level, you can roll two additional weapon damage dice when determining the extra damage for a critical hit with a melee attack.   This increases to three additional dice at 17th level.   Persistent Rage   Beginning at 15th level, your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.   Brutal Critical   At 17th level, you can roll three additional weapon damage dice when determining the extra damage for a critical hit with a melee attack.   Indomitable Might   Beginning at 18th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total.   Primal Champion   At 20th level, you embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.


Starting Equipment

ou start with the following equipment, in addition to the equipment granted by your background: (a) a greataxe or (b) any martial melee weapon (a) two handaxes or (b) any simple weapon An explorer’s pack and four javelins


Subclass Options

Path of the Iceborn   Living Myths   When you adopt this path at 3rd level you gain resistance to cold damage and you dont suffer the effects of extreme cold.   Ragnarok   Starting at 3rd level your iceborn blood rushes trough your body while raging. This grants you the following benefits:  

  • While raging you can't be affected by one of the following conditions: Charmed, Frightened, Paralyzed, Petrified, Stunned, Restrained (You can choose one more condition whenever you get a subclass feature)
  • While raging you have immunity to cold damage
Reckless Swing   Starting at 6th lvl while Attacking recklessly your attacks deal cold damage. Additionally you can heal yourself for half the damage dealt a number of times equal to half your constitution modifier per long rest.   Glacial Shroud   Starting at 10th lvl your skin is covered by a thick layer of ice, when raging you gain resistance to fire damage and a +1 bonus to your natural armor.   Weapons of True Ice   Starting at 14th level your iceborn heritage enchants any weapon you wield. You deal 1d8 bonus cold damage, This bonus increases to 2d8 while raging. Additionally your weapons count as magical for the purpose of overcoming resistances.


Created by

MrPupolinaz.

Statblock Type

Class Features

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