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Elementalist Specialist: Ice

hit dice:
hit points at 1st level:
hit points at higher levels:
armor proficiencies:
weapon proficiencies:
tools:
saving throws:
skills:
starting equipment:
spellcasting:
Level Spells Known
2 Chromatic Orb (Cold Only), Ice Knife
5 Blur, Dragon's Breath (Cold Only), Hold Person
9 Sleet Storm, Slow
15 Elemental Bane (Cold Only), Ice Storm
19 Cone of Cold
class features:
subclass options:

Cold Control

Starting at 2nd level, you gain some standard manipulation of cold magic. You gain the following abilities:
  • You learn the Ray of Frost cantrip.
  • As an action, you can drastically lower the temperature of the area surrounding for a time. All creatures within a 15ft radius centered around you must make a constitution save. On a fail, they take 1D10 cold damage and their movement speed drops down by 1/2. On a success, they take 1/2 damage and their movement speed remains the same. All plant life that is within range will quickly perish as the temperature drops to near freezing levels. This effect follows you wherever you go and lasts for 1 minute with concentration. This ability can be done once per short or long rest.

Frost Movement

At 7th level, frozen surfaces are now to your benefit. When moving on frozen surfaces, your movement speed is unaffected and as long as you have 15ft of space to move in a straight line, you can dash as a bonus action. Finally, you can use your Ray of Frost attack to freeze a 5ft x 5ft square to become difficult terrain. This lasts for 1 minute.

Create Icicle

At 15th level, you can use a bonus action to create a giant icicle spear out of thin air. As an action, you can launch the icicle spear at a target with 60ft. The target must make a dexterity save or take 2D8 magical piercing damage. On a miss, the icicle lands 10ft behind the target and shatters. Any creatures within 5ft of the shattered icicle must make a dexterity save or take 1D6 magical piercing damage.

Sheer Cold

At 18th level, you channel winter storms within your own body. As an action, you can activate this ability and the following features are in place:
  • If a creature gets within a 30ft radius of you, you can force the creature to make a constitution save. On a fail, they take 4D8 cold damage and their speed is reduced to 0. The save can be repeated on the creature(s)' next turn as an action. On a success, the creature takes 1/2 damage and only loses 1/2 their movement speed.
  • You gain immunity to cold damage.
  • All projectile attacks targeted at you are done with disadvantage. On a miss, the projectile will break if it's an arrow, bolt, dart, etc. 
  • All plant life around you will perish.
Sheer Cold lasts up to 10 minutes and can only be done once per long rest.

Created by

n0753w.

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