Base Class: Sorcerer
Icemancers combine their martial mastery with knowleged ice of magic. Icemancers use magical techniques to enhance their combat skills. They only learn spells that are of ice and water Magic to make their enemies yield.
Icemancer
Starting at 1st level, as an Icemancer you have acces to certain spells that you wouldn't normally get:
Level Spells
1 Armor of Agathys - Frost Fingers
5 Glyph of Warding - Hunger of Hadar
7 Elemental Bane - Fire Shield
11 Otiluke’s Freezing Sphere - Wall of Ice
17 Illusory Dragon - Storm of Vengeance
Iceborn
Starting at level 1 when you choose this bloodline, your innate magic makes your body stronger in order for it to be able to support the cold, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.
Additionally, you are covered by an ice armor . When you aren't wearing armor, your AC equals 10 + your Dexterity modifier + your charisma modifier. You can use a shield and still gain this benefit.
Ice Initiative
Starting at 1st level, you can manifest your ice power as different melee weapons. As a bonus action, you can manifest an ice weapon from your free hand. This magic weapon is a simple melee weapon or a martial weapon, also you are proficient with it. It has the range of the weapon that imitates, and on a hit, it deals cold damage equal to 1d8+Cha+PB modifier. The magic weapon lasts an hour or until you dismiss it.
Extra Attack & Iceball
Starting at 6th level you gain the ability to make an Extra Attack and throw Iceballs.
You can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast Iceball in place of one of those attacks.
Iceball attack: A white streak flashes from your free hand and then blossoms into an Iceball. Make a ranged spell attack, on hit, it takes 10d8+PB cold damage and has to make a CON save or be slowed for a minute. If it fails the save, at the end of it's turn it can make the save again.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Ice clone
Starting at 14th level, you have a better understanding of your magic. As a reaction you can make an Ice Clone to avoid incoming damage, the Ice Clone has an HP equal to yours but it has an AC of 1. If the Clone survives until your next turn, as a bonus action you can hurl it to an enemy, make a ranged spell attack, on hit, it deals cold damage equal to 1d10+PB.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Grand Master
Starting at 18th level, you have mastered your powers. A 10 ft. constant stream of ice surrounds your body, each creature that moves into reach or finishes it's turn there, receives cold damage equal to 1d10+PB. Aditionally, if you lose a limb you can replace it with one made of Ice.
Previous Versions
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3/11/2021 6:01:55 PM
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