Spellcasting: The Arctic Arcanist is a 6th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks).Arctic Arcanist has the following spells prepared:
- Cantrips (at will): Ray of Frost, Frostbite, Prestidigitation
- 1st level (4 slots): Ice Knife, Shield, Mage Armor, Absorb Elements
- 2nd level (3 slots): Snilloc's Snowball Swarm, Hold Person, Misty Step
- 3rd level (3 slots): Counterspell, Lightning Bolt
- 4th Level (1 Slot): Ice Storm
Spellcasting Focus: Arctic Arcanist requires a staff as a spellcasting focus.
The Arctic Arcanist can use its regular action to cast a spell from its prepared spells, or to take another action available to it, depending on the situation.
Actions:
Ice Bolt: Ranged Spell Attack: +7 to hit, range 120 ft., one target. Hit: [rollable]4D8[/rollable] cold damage.
Icy Glaze:
As an action, the mage channels its mastery over ice, causing the ground in a 20-foot radius centered on itself to become slick and treacherous. The area becomes covered in a thin, transparent layer of ice, making it difficult for creatures to maintain their footing.
Each creature within the area must make a DC 15 Dexterity saving throw. On a failed save, a creature slips on the icy surface and falls prone. On a successful save, a creature manages to keep its balance and remains standing.
Additionally, any creature that enters the area for the first time on a turn or starts its turn there must also make the Dexterity saving throw, potentially suffering the same effects.
Frost Nova (Recharge 5-6): The mage releases a burst of frigid energy, causing ice to explode outward in a 20-foot radius centered on itself. Each creature in that area must make a DC 15 Dexterity saving throw, taking [rollable]8D6[/rollable] cold damage on a failed save, or half as much damage on a successful one.
Icy Veil:
As a bonus action, the Arctic Arcanist conjures a shimmering veil of ice around itself, providing a temporary shield of protection. The mage gains a +2 bonus to its AC until the start of its next turn.
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Flash Freeze: When an enemy within 60 feet of the mage casts a spell, the mage can use this reaction to instantly freeze the air around the spellcaster. The target must make a DC 15 Constitution saving throw or be affected by a temporary loss of magical energy. The creature's next spellcasting attempt within the next round has disadvantage on the spell attack roll or saving throw DC.
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