Prerequisite: Orodelain
Having mastered your Everfrost skills. You learn a Primordial Ice effect, akin to what the Guardians of the GodSpirit use.
Increase your Strenght, Dexterity, Intelligence, Wisdom, or Charisma by 1, to a maximum of 20.
Primordial Ice. You learn one Primordial Ice effect of your choice, which are detailed under "Primordial Ice" below. Primordial Ice allows an Orodelain to use the sacred magic of the Guardians of The GodSpirit, enhancing their abilities in magic, combat, or social situations.
Dark Ice Dice: You gain 5 Dark Ice dice, which are d6s. These can be used in various ways detailed under "Primordial Ice". You regain all of your expended Dark Ice Dice after you finish a long rest.
Saving Throws and Spell attacks: Some effects may require a saving throw or a spell attack, in which case your saving throw DC and spell attack bonus is calculated as follows:
Primordial Ice DC = 8 + your proficiency + whatever stat you increased with this feat.
Primordial Ice Spell attack Bonus = your proficiency bonus + whatever stat you increased with this feat.
Primordial Ice
Black Ice magic
The Everfrost you channel becomes black and can be controlled in various ways to defeat your opponent. Would you choose to freeze them with a cold wind, or impale them with a spike of ice from below. Only your imagination stands as the limit
Range: 60ft, S. Damage: Cold
When you create an Everfrost Arms as an action, you may instead spend your Dark Ice Dice to change it into a spell. You can spend up to 5 dice to increase the spell's dmg by 1d6 for each dice used and then do a spell attack.
When targetting multiple targets. You can spend up to 3 dice to increase the spell's dmg by 1d6 for each dice used.
The amount of targets is calculated by spending another dice to roll, and the number rolled is how many targets can be affected. Each target then needs to do a Dexterity saving throw, on success the dmg is halved.
Black Ice weapon
When you create an Everfrost Arms, the weapon is made of black ice like the weapons wielded by the Guardians of the GodSpirit.
You may spend 1 dice to increase the weapon's damage by 1d6 for one attack.
Black Ice influence
Your voice carries the harshness of Frostweb within, making those you communicate with feel on edge.
When you are in a social situation after you have rolled either Deception, Intimidation, Persuasion, Performance. You may spend one dice and roll an additional 1d6 and add that number to the roll.
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