Path of Frostbite (5A)
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In the cold wastes there are some who survive despite the ever present chill—and others who positively thrive, almost as though the freezing air and snow embolden their spirits. These are the frostbitten, barbarians who have mastered making battle in arctic climes with hearts as cold as their frozen steel.
Source: En5ider 325.
Starting when you choose this primal path at 3rd level, you gain resistance to cold damage. You can live comfortably in polar climes without any special equipment. While raging, you gain immunity to cold damage, and your first successful weapon attack on your turn each round deals 1d6 extra cold damage.
At 6th level, you learn how to make snow sustain you. You can eat snow as if it were food, gaining all the benefits that you would normally get from eating a meal. When you eaten your fill of either snow or normal food during a long rest, at the end of a long rest you gain a number of temporary hit points equal to your barbarian level.
Beginning at 10th level, you can use your action to exhale freezing cold in a 20-foot cone. Each creature in the area must make a Constitution saving throw (DC 8 + your proficiency bonus + your Constitution modifier) or takes 3d8 cold damage on a failed save, or half as much damage on a successful one. The damage increases to 4d8 at 13th level, 5d8 at 16th level, and 6d8 at 19th level. You can use this ability a number of times equal to your Proficency Bonus, regaining all uses when you finish a long rest.
Starting at 14th level, while raging you release a deadly chill in a 10-foot radius. Total cover blocks this chill. Creatures not resistant or immune to cold damage treat this area as difficult ground and cannot use fly speed in this area, descending and stopping their movement immediately upon flying into the aura bur regaining flight as they exit the aura.