Power Of The Ice Devil Image
Prerequisite: 16th level or higher and the Gift of the Devil feat
 

You’ve manifested some of the power of an ice devil, granting you the following benefits:

Ability Score Improvement. Increase your Strength, Constitution, or Charisma by 1, to a maximum of 20.

Ice Resistance. You gain resistance to cold damage.

Claws of the Gelugon. You have claws that you can use to make unarmed strikes. When you hit with them, the strike deals 1d4 + your Strength modifier slashing damage, plus 1d6 cold damage.

Ice Weapon. When you hit a creature with a melee weapon, you can deal an extra 1d6 cold damage to the target, which can take this extra damage only once per turn.

When you hit a creature with a weapon and you use this feature to deal cold damage to the target, you can use your bonus action to force the creature to succeed on a DC 15 Constitution saving throw, or for 1 minute, its speed is reduced by 10 feet; it can take either an action or a bonus action on each of its turns, not both; and it can’t take reactions. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Ice Wall. As an action, you can magically form an opaque wall of ice on a solid surface you can see within 60 feet of you. The wall is 1 foot thick and up to 30 feet long and 10 feet high, or it’s a hemispherical dome up to 20 feet in diameter.

When the wall appears, each creature in its space is pushed out of it by the shortest route. The creature chooses which side of the wall to end up on, unless the creature is incapacitated. The creature then makes a Dexterity saving throw (DC 8 + your proficiency bonus + your Charisma modifier), taking 10d6 cold damage on a failed save, or half as much damage on a successful one.

The wall lasts for 1 minute or until you are incapacitated or die. The wall can be damaged and breached; each 10-foot section has AC 5, 30 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage. If a section is destroyed, it leaves behind a sheet of frigid air in the space the wall occupied. Whenever a creature finishes moving through the frigid air on a turn, willingly or otherwise, the creature must make a Constitution saving throw (DC 8 + your proficiency bonus + your Charisma modifier), taking 5d6 cold damage on a failed save, or half as much damage on a successful one. The frigid air dissipates when the rest of the wall vanishes.

Once you use this feature, you can't use it again until you finish a long rest.

 

Power Of The Ice Devil Image

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