Ice Blast

You can tap into the elemental power of cold and ice. While this power can deal damage directly through its severity, Ice Blast is also useful for slowing your enemies and making them more vulnerable to additional damage.

Some Ice Blast features require an attack roll. In all such cases, you are making a ranged attack that you are proficient with, and you add your Dexterity Modifier to the roll. You also add your Dexterity Modifier to the damage.

Ice Blast Features

Chilled

Some of your Ice Blast attacks may cause your target to become chilled. A chilled creature suffers from the following effects:

  • Its movement is reduced by half.
  • It is vulnerable to cold damage.
  • It cannot take reactions.
  • If it has a feature that uses its Bonus Action, it must spend its Action to use it.

Chilled effects do not stack with themselves. If a creature is already chilled, further chilled applications do nothing until it wears off.

Ice Bolt

At 1st level, you can shoot a single icicle-like shard of ice at a creature you can see within 80 feet. Use your Action to make a ranged attack roll. If successful, your Ice Bolt deals cold damage equal to 1d6 plus your Dexterity Modifier. At 6th level, whenever you use your Action to shoot an Ice Bolt, you can shoot a second Ice Bolt as part of the same Action. You can shoot a third Ice Bolt at 12th level. Roll separate attack and damage rolls for each. At 3rd level, you can use shoot one Ice Bolt using your Bonus Action.

Blast

At 1dt level, you can emit a blast of frigid, icy material at a creature you can see within 80 feet. Use your Action to make a ranged attack roll, and if successful your Blast deals cold damage equal to 2d8 plus your Dexterity Modifier. If this attack roll is a critical hit, the target is chilled until the end of its next turn. You can use Bitter Ice Blast at 7th level if Ice Blast is your Primary Power Set and at 11th level if it is your Secondary Power Set.

  • Bitter Ice Blast (7th/11th): When you use your Blast feature, you can opt to give yourself disadvantage on your attack roll. If your attack is successful, you deal 1d8 additional cold damage. If you add at least one Endurance Die to this damage, the target is chilled (even if the attack roll is not a critical hit) and will suffer disadvantage on all attack rolls and Dexterity Saving Throws. These effects last until the end of its next turn.

Frost Breath

At 1st level, you can use your Action to release a wintry gale in a cone 40 feet long and 20 feet wide. Any creature in that area must make a Constitution Saving Throw or suffer cold damage equal to 3d8 plus your Dexterity Modifier and become chilled. If the creature's Saving Throw succeeds, it takes half damage and is not chilled.

Aim

At 2nd level if Ice Blast is your Primary Power Set or at 4th level if it is your Secondary Power Set, you can take a moment to focus your senses. Roll at least one Endurance Die. You can add the result to every Ice Blast attack and damage roll you make until the end of your next turn. Using this feature does not cost an Action but you can only do it on your turn.

Freeze Ray

At 3rd level if Ice Blast is your Primary Power Set or at 6th level if it is your Secondary Power Set, you can use your Action to select a creature you can see within 60 feet and project an immobilizing cold beam at it. The creature must make a Constitution Saving Throw or be held in icy bonds. The creature is considered to have the restrained condition until the end of its next turn. You can use Bitter Freeze Ray at 10th level if Ice Blast is your Primary Power Set and at 14th level if it is your Secondary Power Set.

  • Bitter Freeze Ray (10th/14th): When you use your Freeze Ray feature and add at least one Endurance Die to the Saving Throw DC, your target becomes encased in a block of ice. Instead of restrained, it is considered petrified and will also take 1d8 cold damage. While encased, the creature resists all damage types except cold. This condition ends at the end of its next turn, but the creature is then chilled and suffers disadvantage on all attack rolls and Dexterity Saving Throws until until the end of its following turn.

Ice Storm

At 4th level if Ice Blast is your Primary Power Set and at 8th level if it is your Secondary Power Set, you can summon a freezing storm of ice and snow. Use your Action to select a spot you can see within 60 feet. Each creature within 25 feet of that spot must make a Constitution Saving Throw or suffer 3d8 cold damage and become chilled. If a creature's Saving Throw is successful, it takes half damage and is not chilled. You can keep your Ice Storm active until the beginning of your next turn if you maintain concentration. Any creature that enters its area of effect must make a Constitution Saving throw upon entering. You can use Blizzard at at 12th level if Ice Blast is your Primary Power Set or at 15th level if it is your Secondary Power Set.

  • Blizzard (12th/15th): When you use your Ice Storm feature and you add at least one Endurance Die to its Saving Throw DC, you produce a Blizzard. A Blizzard deals twice as much damage (6d8 for a failed Saving Throw and 3d8 for a successful one). Each creature is chilled until the end of its next turn even if it succeeds with its Saving Throw. Each creature that fails its Saving Throw is knocked prone and suffers disadvantage on all attack rolls and Dexterity Saving Throws until the end of its next turn.