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Path of the Huror

Much like the mighty huror (great, magical beasts akin to polar bears), some of the tribal warriors who live among the people of Albadia combine fearsome strength with the unforgiving cold of winter itself to vanquish their enemies.

Spirit of the Huror

When you take this path at 3rd level, you ignore difficult terrain created by ice or snow. While you are raging, you have resistance to all types of damage except fire.

Further, whenever you are moving at travel pace in arctic terrain, you have advantage on Wisdom (Survival) checks to avoid becoming lost, and even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you still contribute your Wisdom (Perception) to noticing threats.

Huror’s Embrace

Starting at 6th level, your carrying capacity (including maximum load and maximum lift) is doubled, and you have advantage on Strength checks made to break, push, pull, or lift objects.

Breath of Winter

Starting at 10th level, you can use your action to exhale a gust of biting cold. Each creature in a 15-foot cone must make a Constitution saving throw (DC equal to 8 + your proficiency bonus + your Constitution modifier). A creature takes cold damage equal to 4d8 + your barbarian level on a failed saving throw, and half as much on a successful one. You can’t use this feature again until you finish a long rest. A creature killed by this attack is frozen solid.

Soul of Winter

At 14th level, you emit a palpable aura of cool air. You have resistance to cold.

While raging, you become one with the cold and your aura becomes wintry and chill. You are immune to cold, and whenever a creature within 5 feet of you deals damage to you, your aura crystallizes sharply about them. The attacker takes 2d4 cold damage.

Section 15: Copyright Notice

Scarred Lands Player’s Guide © 2016 Onyx Path Publishing Authors: Bill Ashbless, Jason Bolte, Chris Cowger, Adam Eichelberger, Alain Giorla, Nathan Knaack, Chris Sims, Eddy Webb