Ice Manipulation is a Secondary Power Set for Blasters.
You can tap into the elemental power of cold and ice. While this Power Set can deal damage directly through its severity, Ice Manipulation is also useful for slowing your enemies and making them more vulnerable to additional damage.
Some of your Ice Manipulation attacks may cause your target to become chilled. A chilled creature suffers from the following effects:
Chilled effects do not stack with themselves. If a creature is already chilled, further chilled applications do nothing until it wears off.
At 1st level, you can use your Action to select a creature that you can see within 50 feet. That creature is wrapped in crawling frost, and must make a Constitution Saving Throw or take 1d8 cold damage and be restrained until the end of its next turn. Once the effect wears off, the creature is chilled until the end of the following turn. If the creature's Saving Throw is successful, it takes half damage and is not restrained or chilled.
Starting at 1st level, you can wrap your arms and feet in thick, tough ice, empowering your melee strikes. You can activate this feature on your turn without costing an Action, and maintain your Frozen Fists for as long as you choose. If you become incapacitated or unconscious, the effect ends. Your punching damage becomes bludgeoning damage equal to 1d4 plus your Strength Modifier, plus cold damage equal to 1d4 plus any Endurance Dice you add. If your Frozen Fists attack roll is a critical hit, or you add at least one Endurance Die to the damage, your target is chilled until the end of its next turn. You must have at least one hand free to use this feature.
You can use Ice Sword at 1st level and Freezing Touch at 14th level.
At 4th level, you can use your Action to wrap yourself in an envelope of icy mist. While it is active, you resist cold damage and any melee attack made against you suffers disadvantage. Any creature that touches you must make a Dexterity Saving Throw or take 1d4 cold damage, and will take that damage on any subsequent turn that ends with it touching you. If you are rendered incapacitated or unconscious, your aura deactivates.
Starting at 6th level, you can take a moment to focus your senses. Roll at least one Endurance Die. You can add the result to every Ice Manipulation 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.
At 8th level, you can emit a burst of cold that freezes the ground around you. Each creature within 10 feet of you must make a Dexterity Saving Throw or be knocked prone. This patch of ice is considered difficult terrain, and it will consume all of a creature's movement to return to its feet. The patch will last until the end of your next turn, and you must be standing on the ground when you use it, although you can move away from it once it's in place. You are not subject to its effects.
You can use Frozen Aura at 15th level.
At 11th level, you can emit a gale of icy breath in a broad cone 60 feet long and 140 wide. Each creature in that area must make a Constitution Saving Throw or be chilled until the end of its next turn.