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Frost Phantasm

Frost Phantasm

A spirit of frost and ice binds itself to you and fights on your behalf  

Frost-Bound Manifestation

At 5th level your Phantom embodies the essence of ice and cold, bringing winter's chill to the battlefield.
  • Icy Attacks: Your Phantom’s melee attacks deal an extra 1d6 cold damage. This damage increases to 2d6 at 11th level.
  • Chilling Aura: When your Phantom is summoned, it emits a 10-foot-radius aura of cold. Enemies that start their turn within this aura have their movement speed reduced by 10 feet until the start of their next turn. You can suppress or reactivate this aura as a bonus action.
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    Glacial Shield

    At 9th level your Phantom can conjure protective ice barriers, shielding you and retaliating against attackers with the power of frost.
  • Frost Ward: As a reaction when you or your Phantom takes damage, you can create a shield of ice that grants temporary hit points equal to your level + Charisma modifier. If an attacker strikes the shielded target, they take 2d8 cold damage. This can be used a number of times equal to your proficiency bonus per long rest.
  • Frozen Step: Your Phantom gains the ability to teleport up to 30 feet to an unoccupied space it can see, leaving a trail of ice that lasts until the end of your next turn. Creatures that pass through the icy trail must make a Dexterity saving throw (DC = 8 + proficiency bonus + Charisma modifier) or fall prone. This can be used a number of times equal to your proficiency bonus per long rest.
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    Glacial Burst

    At 15th level, channeling the freezing power of your Phantom, you unleash devastating cold upon your enemies.
  • Icy Explosion: As an action, your Phantom releases a 20-foot-radius burst of cold centered on itself. Enemies within the area must make a Constitution saving throw (DC = 8 + proficiency bonus + Charisma modifier). On a failed save, they take 6d8 cold damage and are restrained in ice until the end of their next turn. On a successful save, they take half damage and are not restrained. Once this feature is used, it cannot be used again until you finish a short or long rest.
  • Biting Frost: When your Phantom hits a creature with a melee attack, you can cause the target to become frostbitten, giving it disadvantage on its next attack roll and reducing its speed by 10 feet until the end of its next turn.
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    Avatar of Ice

    At 18th level your Phantom becomes a true embodiment of winter’s power, spreading icy devastation and protection.   Winter’s Embrace: Your Phantom enters an enhanced state for 1 minute, gaining the following benefits:
  • Frozen Form: Your Phantom becomes immune to cold damage and gains resistance to all other damage types.
  • Icy Touch: All of your Phantom’s melee attacks deal an extra 3d6 cold damage and can force creatures to make a Constitution saving throw (DC = 8 + proficiency bonus + Charisma modifier) or become paralyzed until the end of their next turn.
  • Blizzard Terrain: At the start of each of its turns, the ground within a 30-foot radius of your Phantom becomes covered in ice and snow for 1 minute, creating difficult terrain for all creatures except you and your allies. Enemies that start their turn in this area take 2d6 cold damage.
  •   Once you use this feature, you cannot do so again until you finish a long rest.

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