Ice Spirits Species in Altosphere | World Anvil

Ice Spirits

Ice Elementals are creatures of unbridled rage housed within rough and spikey exteriors. It is no wonder then that most Ice Spirits attempt to distance themselves from this past. After Re-Crystallisation, most Ice Spirits take on a sleek and smooth figure with personalties that are either of jovial playfulness or sober stoicism.   Ice Spirits tend to live alone or at most with a few other individuals. As people of frost and snow, Ice Spirits favour their homes to be in the coldest of climates. Those with a playful nature tend to elect to settle near towns, allowing them to prank unsuspecting passer-bys; more stoic natured spirits prefer to live as far away as possible from civilisation such as in their very own hut on top of a mountain.   High-level Ice Spirits are known as "Frost Monarchs" or "Ice Queens". As the Goddess Filene's goal is to expand her effective territory, she sends many an Ice Spirit out to create icy domains.  

Ice Spirit Traits

As a monstrous race, Ice Spirits are able to develop and upgrade their own innate power rather than their class' power. Upon level up, you may instead choose to add to your Ice Spirit level rather than your class level.   Ice Spirits gain the following traits at each Ice Spirit level, as indicated on the table below:  
Level Features
0 ASI, Creature Type - Elemental, Size, Speed, Darkvision, Winter Step, Languages
1 Favored by Filene, Hit Points and Proficiencies
2 Improved Darkvision, Snow Camoflage
3 Cold Touch, Ice Blind
4 ASI
5 Freezing Gaze
6 Cold Aura
7 Freezing Rebuke
8 ASI
9 Advent of Winter
10 Ice Crown, Snowfall Mantle
  Ability Score Increase.
Your Wisdom score increases by 4.   Creature Type - Elemental.
You gain the following:
  • You do not require air, food, drink or sleep. Instead, you enter a restful state, remaining semiconscious, for 4 hours a day. While resting, you can dream after a fashion; such dreams are reflexive mental exercises inherent to your consciousness. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
  • You are immune to poison damage and immune to the poisoned condition.
  • You have a Natural Armor of 10 + your DEX modifier.
  • You are immune to cold damage and vulnerable to fire damage.   Size.
    Your size is Medium.   Speed.
    Your base walking speed is 30 feet.   Darkvision.
    You have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern colour in darkness, only shades of grey.   Winter Step.
    You ignore difficult terrain caused by ice and snow. You can walk on vertical and horizontal surfaces that are covered by ice or snow.   Languages.
    You can speak, read, and write Aquan and Auran.  

    1st Level

    Favored by Filene

    You gain all of the appropriate bonuses of the Clerics of Filene (Subclass) with respect to your Ice Spirit level. In addition, Ice Spirits are considered Full Casters and Divine Spellcasters. Ice Spirits also gain charges of Channel Divinity at levels 2, 6 and 18.  

    Hit Points and Proficiencies

    Hit Points
    Hit Dice: 1d6 per Ice Spirit level
    Hit Points at 1st level: 6 + your Constitution modifier
    Hit Points at Higher levels: 1d6 + your Constitution modifier per Ice Spirit level after 1st   Proficiencies
    Saving Throws: Intelligence, Wisdom
    Skills: Arcana and Religion  

    2nd Level

    Improved Darkvision

    Your Darkvision extends to 120 feet.  

    Snow Camouflage

    You have advantage on Dexterity (stealth) checks made to hide in snowy terrain.  

    3rd Level

    Cold Touch

    You can make a melee weapon attack against a single creature within 5 ft. of you. On a hit, the target takes 1d6 + your DEX modifier cold damage and must make a Wisdom saving throw (DC equals to 10 + your WIS modifier). On a failed save, the target becomes lost for the next 3d6 hours. For the duration it cannot find its way through the wilderness, and automatically fails any Wisdom (nature) and Wisdom (survival) checks. If this attack lands within a snow-bound environment, the target makes the Wisdom saving throw with disadvantage.  

    Iceblind

    You can use your Cold Touch feature at a disadvantage to aim for the target's eyes. On a hit, in addition to the effects of Cold Touch, the target must also succeed on a Constitution saving throw (DC equals to 10 + your WIS modifier). On a fail, the creature is blinded by ice until the end of its next turn.  

    5th Level

    Freezing Gaze

    You can target a creature within 30 feet of you that you can see and it can see you. The targeted creature must succeed on a Constitution saving throw (DC equals to 10 + your WIS modifier) or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. You may only use this feature once per long rest.  

    6th Level

    Cold Aura

    At the start of each of your turns, each creature within 5 feet of you takes 2d6 cold damage. A creature that touches you or hits you with a melee attack while within 5 feet of you takes 2d6 cold damage.  

    7th Level

    Freezing Rebuke (Reaction)

    When you take damage from an attack, a cold wind swirls around you, forming hundreds of tiny, razor-sharp shards of ice that are immediately launched at the attacker. The attacker must make a Dexterity saving throw (DC equals to 10 + your DEX modifier), taking 2d4 cold damage plus 2d4 piercing damage on a failed save, or half as much damage on a successful one.  

    9th Level

    Advent of Winter

    You sing a song that praises the cold winds, turning them into a deadly extension of yourself. Each creature within 120 feet of you must make a Constitution saving throw (DC equals to 10 + your WIS modifier). A creature takes 4d6 cold damage on a failed save or half as much on a successful one. If a creature fails the saving throw, and isn’t wearing cold-weather gear (thick coats, gloves, and the like) or is a creature naturally adapted to cold climates, it also suffers one level of exhaustion. You may only use this feature once per long rest.  

    10th Level

    You become strong enough to create your own icy domain. To celebrate your glorious achievement, the Goddess Filene has bestowed upon you an Ice Crown and a Snowfall Mantle.  

    Ice Crown

    The region around you is warped by your magic, you have to select one of the following effects, you can choose mora than one of them to activate:
  • Within 10 miles of the area you have last long rested at, snow and ice resist melting. Snow and ice can be melted only with prolonged contact with fire.
  • The sky is overcast most of the time within 10 miles of the area you have last long rested at, and snowfall is common. The area is difficult terrain for Tiny, Small, and Medium creatures because of deep snow.
  • Light snowfall or swirling powder blown by the wind lightly obscures the area within 5 miles of area you have last long rested at.  

    Snowfall Mantle

    Using your action, you can throw your mantle of snow at a point you can see within 60 feet. An area within 30 feet of that point instantly becomes covered in deep snow. Creatures in the area must succeed on a Strength saving throw (DC equals to 10 + your WIS modifier) or be restrained. The area becomes difficult terrain until the end of your next turn at which time your mantle returns to your shoulders.

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