Ice Maker (5e Class)
Ice Maker[edit]
Ice Makers are individuals who have dedicated themselves to mastering the power of ice and cold. Through rigorous training and a deep connection with the icy elements, they have developed a unique set of abilities that enable them to manipulate and shape ice to their advantage. These abilities are not only useful in combat but also allow them to navigate treacherous environments with ease.
The Ice Makers' training involves enduring extreme cold conditions, strengthening their bodies and minds to withstand the harshest of temperatures. They learn to attune themselves to the flow of cold energy, forging a deep connection with the icy elements around them. This connection grants them an innate understanding of how to harness and manipulate ice to create formidable weapons, defensive barriers, and powerful spells.
In combat, Ice Makers strike fear into the hearts of their enemies with their ability to freeze, immobilize, and unleash devastating icy attacks. They can conjure ice shards and projectiles to assail their foes from a distance or encase their enemies in frozen prisons, rendering them helpless. With their mastery over ice, they can create slippery surfaces, hindering their enemies' movement and causing them to lose balance.
Ice Makers also possess the ability to shape and control their surroundings to gain tactical advantages. They can create ice walls and barriers to shield themselves and their allies, providing cover from enemy attacks or creating obstacles to impede their foes. They can freeze bodies of water to create pathways or solid platforms, allowing them to traverse otherwise inaccessible areas. Their mastery of ice magic extends to manipulating the temperature, enabling them to freeze or thaw objects and even extinguish flames.
Beyond combat, Ice Makers excel at navigating treacherous environments. Their control over ice allows them to traverse icy terrains effortlessly, moving swiftly and gracefully even in the most slippery conditions. They can freeze water to create temporary bridges or freeze falling debris to create safe paths. Their ability to withstand extreme cold grants them resilience in frigid climates, enabling them to endure harsh blizzards and freezing temperatures without suffering ill effects.
Creating an Ice Maker[edit]
When creating your Ice Maker, first ponder on how your character gained this power. Where did your character first encounter the power of ice? Was it a personal experience or through a mentor or teacher? How did this encounter shape your character's perception and understanding of ice and cold? Ice Makers usually undergo a harsh training under a mentor, either on a formal institution or through personal tutelage.
What's the connection your character have with ice? Some ice makers have a mystical bond, a deep understanding of the natural world, the elements and ice, while others reach this comprehension through study.
Ice makers adventure for many reasons, and defining a goal may guide you through roleplay. Some are led by a personal quest for power or vengeance, others are guided to protect others, while some seek to preserve balance and connection through the mastery over this force of nature.
- Quick Build
You can create an Ice Maker quickly by following these suggestions. Strength or Dexterity should be your primary ability score, followed by Charisma and Constitution. Choose Hermit or Acolyte for your background.
Class Features
As a Ice Maker you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Ice Maker level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Ice Maker level after 1st
- Proficiencies
Armor: None
Weapons: Simple weapons, choose three melee martial weapons
Tools: Choose one tool
Saving Throws: Constitution, Charisma
Skills: Choose any three
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) one martial weapon or (b) two simple weapons
- 10 darts
- (a) Explorer's pack o or (b) Dungeoneer's pack
- traveler's clothes, the tool in which you are proficient
- If you are using starting wealth, you have 4d4 x 10 in funds.
Level | Proficiency Bonus |
Features | Cold Die | Powers Known | Mana |
---|---|---|---|---|---|
1st | +2 | Unarmored Defense, Cold Arsenal | 1d4 | - | - |
2nd | +2 | Fighting Style, Mana (limit 2) | 1d4 | 2 | 4 |
3rd | +2 | Ice Path, Infused Strikes | 1d4 | 3 | 6 |
4th | +2 | Ability Score Improvement | 1d4 | 3 | 6 |
5th | +3 | Extra Attack, Mana (limit 3) | 1d6 | 4 | 14 |
6th | +3 | Ice Path Feature | 1d6 | 4 | 14 |
7th | +3 | Ice Affinity | 1d6 | 5 | 17 |
8th | +3 | Ability Score Improvement | 1d6 | 5 | 17 |
9th | +4 | Mana (limit 5) | 1d6 | 6 | 27 |
10th | +4 | Water Walking | 1d6 | 6 | 27 |
11th | +4 | Extra Attack (2) | 1d8 | 7 | 32 |
12th | +4 | Ability Score Improvement | 1d8 | 7 | 32 |
13th | +5 | Mana (limit 6) | 1d8 | 8 | 38 |
14th | +5 | Ice Path Feature | 1d8 | 8 | 38 |
15th | +5 | Absolute Zero | 1d8 | 9 | 44 |
16th | +5 | Ability Score Improvement | 1d8 | 9 | 44 |
17th | +6 | Mana (limit 7) | 1d10 | 10 | 57 |
18th | +6 | Ice Path Feature | 1d10 | 10 | 57 |
19th | +6 | Ability Score Improvement | 1d10 | 11 | 64 |
20th | +6 | Ice Arena | 1d10 | 11 | 64 |
Unarmored Defense[edit]
At 1st level you have trained your body in snowy areas to the absolute limit, while unarmored your AC will be 10 + your Dexterity + your Charisma modifier.
Cold Arsenal[edit]
At 1st level, your ability to harness the magical power of cold gives you the ability to create weapons made of pure ice and to infuse your unarmed strikes with ice powers. You gain the following benefits:
- Cold Die
You gain a cold die, which is a d4 (it grows in power as you gain levels in this class), that is used for many of your features, and is a representation of the power of the cold you can generate. As a bonus action you can touch a creature within 5 feet, causing cold damage equal to a roll of this die (no attack or save required), or you can add this to the damage of your attacks with melee weapons made on that turn.
- Ice Weapons
As a bonus action, you an create into an empty hand a weapon made of pure ice. This weapon uses your Charisma modifier, rather than Strength or Dexterity, for attacks and damage rolls, and has the properties of a simple or martial melee weapon of choice. This weapon causes additional cold damage equal to your Cold Die, but it breaks on a hit, or melts if you take cold damage or end your turn in an area of extremely hot environment.
Fighting Style[edit]
At 2nd level your training made you adapt to a particular fighting style, choose one of the fighting styles bellow:
- Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
- Defense
While you are wearing armor, you gain a +1 bonus to AC.
- Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
- Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
- Protection
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
- Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
- Magic Warrior
You can add +2 to the save DC of your Ice Powers.
Mana[edit]
Starting at 2nd level, you grow in power, and can now tap into the power of mana to control ice powers. Your access to the mana is represented by a number of mana points, which you can use to fuel your Ice Powers. You know one ice power, but you gain more as you gain levels in this class, as shown on the Powers Known table.
Your Ice Maker level determines the number of points you have, as shown in the Mana Points column of the Ice Maker table. When you spend a mana point, it is unavailable until you finish a long rest, at the end of which you draw all of your expended mana back into yourself.
You can't spend more than 2 mana points per turn. This amount increases as you gain levels in this class: 3 mana points at 5th level, 4 mana points at 9th level, 6 mana points at 13th level and 7 mana points at 17th level.
Your Ice Powers have somatic and verbal components. You must be able to speak and have at least one free hand in order to use an ice power. You can spend 1 or 2 mana to use a power without a component (not counting against your limit of power spenditure per turn).
Some of your ice powers require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:
Mana save DC = 8 + your proficiency bonus + your Charisma modifier
Ice Path[edit]
At 3rd level, you can choose a specialization that determines how you further develop your ice magic. You can choose between the Devil Slayer or the Cold Assassin, both detailed at the end of the class description. Your choice grants you features at 3rd level, and again at 6th, 14th and 18th levels.
Infused Strikes[edit]
Starting at 3rd level, whenever you use an Ice Power you become infused with a gelid power. Your next successful melee attack until the end of your next turn cause additional cold damage equal to two rolls of your Cold Die. This increases to four rolls of your Cold Die at 11th level.
Ability Score Improvement[edit]
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Extra Attack[edit]
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
The number of attacks increases to three when you reach 11th level.
Ice Affinity[edit]
At 7th level, you grow accustomed to ice, and the cold give you comfort and protection. Whenever you take cold damage, you halve the damage taken and gain temporary hit points equal to the cold damage taken.
In addition, you become immune to the negative effects of extreme cold environments.
Ice Walking[edit]
At 10th level, you can freeze the surface of water beneath your feet, allowing you to walk over it. You can move over the surface of water as if it was solid ground. In addition, you are considered to
In addition, yo can move across and climb icy surfaces without needing to make an ability check, and difficult terrain composed of ice or snow doesn't cost it extra moment.
Absolute Zero[edit]
At 15th level you have reached the absolute zero, making even deserts freeze in an instant. When you score critical hits, any cold damage you cause is doubled (in addition to the normal critical multiplier). In addition, your cold damage ignore resistances and immunities to cold damage.
Ice Arena[edit]
When you reach the 20th level, you can attempt to teleport yourself and a creature you can see within 120 feet to an arena of ice. You force your target to make a Charisma saving throw against your Mana save DC, or be transported to an arena of ice.
The arena is a demiplane, a 30-foot cube of ice hidden in the depths of the frostfell. You and your target remain in this arena for 1 minute, or until either of you are incapacitated.
The floor is covered in ice, and the temperature is agonizingly cold. Creatures without resistance or immunity to cold damage have Disadvantage on attack rolls and have their movement speed halved.
If your enemy haven't moved since its last turn, it takes cold damage equal to four rolls of your cold die.
At the start of each of your turns if you haven't moved since your last turn, you gain 20 temporary hit points as the ice accumulates over your body, forming an armor of ice. When this armor of ice is reduced to 0, you cause cold 20 damage to a creature within 5 feet.
Finally, as a Bonus Action in each turn, you can force a creature inside the aura to make a Constitution saving throw. On a failed save, the target's movement speed is reduced to 0, and it takes cold damage equal to two rolls of your cold die.
Once a creature succeed the save against this feature, you can't use it again until you finish a short or a long rest. If a creature fails the save, you can't use this feature again until you finish a long rest.
Ice Paths[edit]
Fiend Slayer[edit]
The Fiend Slayer is a warrior who specializes in hunting and combating fiends, creatures from the depths of darkness and evil. With their unique abilities and training, they become the bane of fiends, striking fear into the hearts of demons and devils alike. These skilled warriors bear a mystical mark that grants them enhanced abilities and the power to unleash devastating attacks against their infernal foes.
At the core of the Fiend Slayer's power lies the Slayer's Mark, a powerful arcane symbol that brands them as a fiend slayer. By activating the mark, the Fiend Slayer taps into its power, gaining various benefits. They channel cold energy through their melee attacks, deal additional cold damage, enhance their speed, sharpen their perception, and even gain advantage on death saving throws. The mark serves as a symbol of their dedication and grants them the strength to face the darkest of adversaries.
- Eyes of Demons
Starting at 3rd level, gain advantage on Wisdom checks to track and identify fiends, Wisdom (Perception) checks to see through illusions and on saving throws to detect illusions.
- Slayer's Mark
Starting at 3rd level, you have the slayer's mark, an arcane mark on your body that brands you as a fiend slayer. As a bonus action you can touch this mark, gaining the following benefits:
- You cause additional cold damage with your melee attacks equal to your Charisma modifier (minimum of +1)
- Your movement speed increases by 10 feet.
- You add your Charisma modifier to your Wisdom (Perception) checks.
- You have Advantage on Death Saving Throws.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.
- Source of Mana
At 6th level, your mark allows you to recover some of your lost mana. Whenever you activate your slayer's mark, you regain mana points equal to your proficiency bonus.
- Iced Shell
At 14th level, while the mark is active, your skin harden, becoming gelid to the touch. you use your life or someone else's life to leave a person imprisoned forever in the iced shell. Any creature that hits you with a melee attack takes cold damage equal to your Charisma modifier (minimum 1).
In addition, when you are reduced to 0 hit points, you can choose to die, causing a creature within 5 feet to make a Constitution saving throw. On a failed save, that creature is encased in ice, dying instantly. On a success, it takes cold damage equal to 1d10 per point you had before dying.
Devil Slayer: Absolute Zero
At 18th level, while active, the marks expand to half of your body, transforming completely into a devil slayer. Whenever a creature hit you with a melee attack while the mark is active, it must succeed on a Constitution modifier, or is paralyzed until the end of your next turn or until it takes damage.
Cold Assassin[edit]
The Cold Assassin is a deadly and stealthy operative who specializes in the art of assassination and combat with a chilling twist. Trained in the frigid depths of the shadows, these assassins harness the power of cold and ice to strike fear into the hearts of their targets. Masters of martial arts and deception, they are lethal forces to be reckoned with, leaving a trail of frozen devastation in their wake.
As a Cold Assassin, you embody the essence of icy death, blending into the shadows and striking with deadly precision. Your mastery of martial arts combined with the frigid power of cold gives you a unique edge in combat. Whether executing swift, precise strikes or unleashing a flurry of devastating blows, you leave your enemies frozen in fear and bewilderment. Your path is one of stealth, cunning, and ruthless efficiency, as you bring about the cold embrace of death to those who stand in your way.
- Bonus Proficiencies
Starting at 3rd level, you gain proficiency with Stealth and Acrobatics. You add twice your proficiency bonus in checks with those skills if you are already proficient.
- Martial Arts
At 3rd level, your practice of martial arts gives you mastery of combat styles. You gain the following benefits while you are unarmed and you aren’t wearing armor or wielding a shield:
- You can roll a d4 in place of the normal damage of your unarmed strike. This increases to 1d6 at 6th level, 1d8 at 14th level and 1d10 at 18th level.
- When you use the Attack action with an unarmed strike on your turn, you can make one unarmed strike as a bonus action, assuming you haven’t already taken a bonus action this turn. You cause additional cold damage with this attack equal to your cold die.
- Fatality
At 6th level, whenever you reduce a creature to 0 hit points, you can do it in a gruesome manner. Doing so allow you to regain a number of mana points equal to a roll of your Cold Die.
You can use this feature a number of times equal to your proficiency bonus, regaining your uses after finishing a long rest.
- Brutality
Starting at 14th level, you can unleash a brutal series of attacks against a creature. When you hit a creature with a melee attack, you can make five additional melee weapon attacks against the same creature, without using an Action.
You can use this feature twice, and regain your uses of it after finishing a long rest.
- Shiver
When you reach the 18th level, you master the art of stealth. Whenever you hit an enemy with an attack with Advantage, you cause additional 3d6 cold damage.
Ice Powers[edit]
- Frost Heal (1-7 mana)
You can use your cold magic to staunch injuries and numb the pain of wounds. As an action you can touch a creature and cause it to regain a number of hit points equal to a roll of your Cold Die per mana point spent.
- Ice Arrow (1-7 mana)
As an Action, you fire an arrow of ice at one creature you can see within 120 feet of you. The target must make a Dexterity saving throw. On a failed save, the target takes cold damage equal to your Cold Die per mana point spent and has its speed halved until the start of your next turn. On a successful save, the target takes half as much damage.
- Ice Stomp (1-7 mana)
You can spend mana using an Action to step on the ground and hurl ice on an enemy you can see within 60 feet of you. The target must make a Dexterity saving throw. On a failed save, the target takes cold damage equal to a roll of your Cold Die per mana point spent and has its knocked prone. On a successful save, the target takes half as much damage and it is not knocked prone.
- Ice Devil's Roar (2-7 mana)
You blow a very cold, freezing wind in a 15-foot cone. Each creature in that area must make a Constitution saving throw, taking cold damage equal to a roll of your cold die per mana spent on a failed save, or half as much damage on a successful one.
- Ice Ball (2 mana)
You can use a Bonus Action to fire a ball of ice against a creature you can see within 60 feet. You force the target to make a Dexterity saving throw and on a failed save, the target takes cold damage equal to a roll of your cold die and is stunned until the end of your next turn or until it takes damage.
- Ice Floor (2 mana)
As an Action you cover an area of 15-foot cone of ground in ice. For 1 minute, this area covered in ice, and becomes difficult terrain. When the ice appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone.
- Ice Lance (3-7 mana)
As an Action, you hurl a large spike of ice, in the format of a lance, towards a creature you can see within 60 feet. Make a ranged weapon attack with it. On a hit, you cause damage to that creature equal to two rolls of your cold die per mana point spent. Half the dice rolled by this power causes piercing damage, half causes cold damage.
- Ice Hammer (3-7 mana)
As an Action, you create a large hammer that you send towards an enemy you can see within 60 feet, smashing them to the ground. Make a ranged weapon attack with it. On a hit you deal 2d6 bludgeoning damage plus cold damage equal to a roll of your cold die per mana point spent. In addition, the target hit by the hammer must succeed on a Strength saving throw, or is knocked prone.
- Ice Bringer (3-7 mana)
You must have two free hands to use this power. As an Action, you create a pair of ice blades, holding each one on one of your free hands, and you move up to 30 feet in a straight line, passing through the space occupied by your target, ending the movement in an unoccupied space within 5 feet of it and within that line. The target must succeed on a Dexterity saving throw, or take 2d10 slashing damage, plus cold damage equal to a roll of your cold die per mana spent and is paralyzed until the end of your next turn. On a success it takes half damage and is not paralyzed.
- Absolute Zero Longsword (3-7 mana, concentration up to 1 minute)
As a bonus action, you create a giant sword of ice in your empty hand. This has the same properties of a regular longsword, but it has the reach property and you add a roll of your Cold Die for each 2 mana spent on this power to all damage rolls with it.
A creature that has no resistance or immunity to cold damage has its movement speed reduced by 10 feet whenever it takes damage from this sword.
When you hit a creature with this sword, you can choose to break it, causing the target to become stunned until the end of your next turn. This sword automatically breaks on a critical hit.
- Snowball Barrage (5-7 mana)
As an Action, you hurl a flurry of magical snowballs forward, coming from you. Each creature in a 60-foot cone centered on you must make a Dexterity saving throw. A creature takes 3d6 bludgeoning damage, plus cold damage equal to a roll of your Cold Die per mana point spent on a failed save, or half as much damage on a successful one.
- Ice Shield (5 mana)
As a reaction to an attack or an effect that require you to make a Dexterity saving throw, you encase yourself in an Ice Shield, reducing the damage of the attack or effect to 0.
- Ice Clone (5 mana)
As an Action, you create a clone of ice, that runs towards a hostile creature within 60 feet. That creature must succeed on a Dexterity saving throw, or is paralyzed for 1 minute or until it takes damage. Creatures resistant or immune to cold damage are immune to this effect.
- Chaotic Dance (5-7 mana)
As an Action, you create two swords of ice, plus two for each mana point spent, that float in the air and orbit you for 10 minutes. As part of the same action used to use this power, and as a bonus action on each of your turns thereafter, you can expend two to four of the swords, sending them streaking toward a creature you choose within 120 feet of you. The target must make a Dexterity saving throw. A creature takes cold damage equal to two rolls of your cold die on a failed save, or half as much damage on a successful one.
- Ice Devil Arrow (6 mana, concentration up to 1 minute)
prerequisite: Ice Arrow Power
This is an evolution of the Ice Arrow. As an Action, you fire an arrow of ice towards a creature you can see within 120 feet. The target must succeed on a Dexterity saving throw, or take 6d6 piercing damage and is restrained for the duration. A creature that starts its turn restrained by the arrow takes cold damage equal to a three rolls of your cold die.
A creature restrained by the arrow can use its action to make a Strength check (its choice) against your spell save DC. On a success, it frees itself and this power ends.
At any moment, while the power is active, you can explode the arrow as a bonus action. All creatures in a 20-foot radius from it take 3d6 piercing damage and cold damage equal to a three rolls of your cold die.
- Ice Cage (6 mana)
As an Action, you can attempt to send one creature that you can see within range to another plane of existence. The target must succeed on a Charisma saving throw or is encased in ice, becoming petrified for 1 minute. The duration increases to 10 minutes in areas of extreme cold, and 1 round in areas of extreme heat. While petrified in this manner, the creature is immune to damage other than fire damage, and taking fire damage ends this effect.
- Ice Armor (6 mana)
You can use a Bonus Action to cover yourself in ice. For the next 10 minutes, you become resistant to non-magical bludgeoning, piercing and slashing damage, and you gain a bonus to your AC of +2 (this bonus does not add to any other magical bonus granted by armor, replacing it instead if it is higher).
- Freeze Time (7 mana)
As an Action, you can momentarily freeze the time, which allows you to take five actions on your turn. These actions may be one of the following: Dash, Disengage, Dodge, Hide, Search or a single attack with a weapon. When you use the last action, the time resumes to its regular flow.
- Blizzard (7 mana, concentration up to a minute)
While outdoors, as an Action, you cause a snowstorm to rage in a 60 foot radius around you. The area becomes difficult terrain to all creatures other than you, as the snow and strong winds difficult the movement. Any creature of your choice that start its turn within this area takes 1d6 cold damage.
As a Bonus Action you can cause one creature of your choice within the radius you can see must succeed on a Strength saving throw or become restrained until the blizzard ends. A restrained creature can use an action to make a Strength (Athletics) check against your spell save DC, ending the effect on itself on a success.
A creature that ends its turn restrained in such a manner mus succeed on a Constitution saving throw or take 3d8 cold damage. After three failures, the creature becomes petryfied, encased in ice. Each turn the creature ends petrified, it suffers 1 level of exhaustion.
- Pillar of Ice (7 mana)
You raise a pillar of ice from the ground in a place you can see within 120 feet. The pillar is a cylinder that has a diameter of 10 feet and a height of up to 30 feet. The ground where the pillar appears must be wide enough for its diameter, and you can target ground under one Large creature, or four creatures of medium size or smaller. The pillar has AC 5 and 120 hit points, is immune to cold damage and is vulnerable to fire damage. When reduced to 0 hit points, a pillar shatters, which creates an area of difficult terrain with a 20-foot radius that lasts until the ice melts. Each 5-foot diameter portion of the area requires at least 1 minute to melt naturally, half as much in an area of extreme heat. In an area of extreme cold, the area don't melt, needing manual clearing for the same duration required to melt naturally under regular conditions.
If the pillar is created under a creature, that creature must succeed on a Dexterity saving throw or be lifted by the pillar. A creature can choose to fail the save.
If a pillar is prevented from reaching its full height because of a ceiling or other obstacle, a creature on the pillar takes 6d6 bludgeoning damage and is restrained, pinched between the pillar and the obstacle. A creature that start its turn restrained by the pillar takes cold damage equal to three rolls of your cold die .The restrained creature can use an action to make a Strength or Dexterity check (the creature’s choice) against the save DC. On a success, the creature is no longer restrained and must either move off the pillar or fall off it.
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the Ice maker class, you must meet these prerequisites: Strength or Dexterity 13, Charisma 13.
Proficiencies. When you multiclass into the Ice Maker class, you gain the following proficiencies: Simple weapons, one martial weapon, one skill proficiency, one tool proficiency.
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