Frost-Frost Fruit
Flavor Text: The Frost-Frost Fruit grants the user control over ice, allowing them to create and manipulate ice that never melts. This power provides a versatile set of abilities for both combat and utility, emphasizing control, damage, and strategic manipulation of the battlefield.
Abilities
1. Ice Shape (Action)
Description: As an action, you can create durable shapes or structures made of magical ice within 60 feet that do not melt under normal circumstances. The ice has a hardness of 10, making it resistant to non-magical attacks. These formations offer defensive and tactical uses in various scenarios.
Details:
- Duration: No maximum duration; remains until destroyed or dismissed by you. When dismissed, the ice can turn into snow, water, or fog.
Structures and Shapes:
- Ice Wall: Create a wall up to 15 feet long, 7 feet high, and 1 foot thick. Each 1-foot section has AC 10, 30 hit points, and hardness 10.
- Ice Shape: Form simple items or weapons from ice. Melee weapons gain the thrown property (20 feet) and are also returning weapons, magically reappearing in your hand after being thrown. You can create ranged weapons as well, but items with moving parts have a 25% chance of breaking the first time they are used.
- Weapon Damage: Weapons deal the base damage of their type (e.g., a longsword deals 1d8 slashing damage) plus cold damage. You use your spellcasting modifier for attack and damage rolls.
- Ice Cage: Trap any number of creatures that can fit within a 10-foot cube of ice. The cage has AC 10, 20 hit points per 5-foot section, and hardness 10. Creatures must make a Strength saving throw (DC = your spell save DC) or be restrained until the ice is broken or dismissed.
- Ice Bridge: Create a bridge of ice up to 30 feet long and 5 feet wide, capable of supporting up to 1,000 pounds. The bridge has AC 10, 30 hit points per 5-foot section, and hardness 10.
Reactions:
- Dismissal: As a reaction, you can dismiss portions or entire structures of ice, causing them to transform into snow, water, or fog:
- Snow: Creates difficult terrain in the area where the ice was, slowing movement through it.
- Fog: Creates a 15-foot radius of heavy fog that heavily obscures the area for 1 minute, similar to the fog created by the Ice Clone’s death effect.
2. Ice Clone (Bonus Action)
Description: As a bonus action, you create a magical ice clone that looks, acts, and shares your personality. This clone is independent but loyal, following your commands and capable of making its own decisions. It can travel any distance from you, offering combat support and strategic utility.
Details:
- Hit Points: Half your maximum hit points.
- AC and Resistances: Same as yours.
- Duration: No maximum duration; remains until destroyed or dismissed.
- Control: Communicate telepathically and use your bonus action to command the clone or see through its eyes.
Clone Abilities:
- Combat Actions: The clone can make melee attacks (1d8 + your spellcasting modifier cold damage) or perform tasks such as interacting with objects, scouting, or providing flanking bonuses.
- Death Effects: On destruction, the clone can:
- Explode: Deal 4d10 cold damage in a 20-foot radius, Dex Saving Throw (DC = your spell save DC); creatures are slowed by half on a failed save, and take half damage on a success.
- Fog Form: Create a 15-foot radius of heavy fog that obscures the area for 1 minute.
- Ice Mirrors: Form two 5-foot wide linked ice mirrors; one forms at your feet and the other at the last location of the clone. These mirrors are magically linked, allowing spells, creatures, and items to pass through them instantly.
3. Ice Age (Ultimate Ability)
Description: You summon an Ice Age-like storm, covering a 60-foot radius with devastating cold, wind, and ice. You can exempt any creatures or objects from the effects. The storm lasts for 3 turns, after which you fall prone and are paralyzed for 10 minutes.
Details:
- Range: 120 feet
- Duration: 3 turns; you fall prone and are paralyzed for 10 minutes after.
Reactions (Once per Turn):
- Ice Spikes: Target up to 5 creatures; Dexterity save (DC = your spell save DC) or take 6d10 piercing and cold damage, and are knocked prone. On a success, targets take half damage and are not knocked prone.
- Gust of Snow: Push creatures back 15 feet on a failed Strength save (DC = your spell save DC); 5 feet on a success.
- Deep Freeze: Freeze a creature on a failed Constitution save (DC = your spell save DC); creature is immobilized until the ice is broken or dismissed (AC 15, 20 hit points).