Scarlet Nexus: Cryokinesis (5e Other)
SAS: Cryokinesis[edit]
- Bonus Proficiencies
At 1st level, you gain proficiency in Charisma Save, the skills Investigation, performance, and persuasion. If you already had proficiency in any of these skills gain expertise.
- Cryo
Starting at 1st level, all attacks do an additional 1d4 cold damage. This increases to 2d4 at 7th and 3d4 at 17th level.
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Starting at 3th level,
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Starting at 7th level,
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Starting at 13th level,
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Starting at 17th level,
Cryokinetic Disciplines[edit]
- Basic Ice Discipline
- Range: 60 feet
- 0 Psi Points; 1 hr.
As an bonus action, you choose an area of water that you can see within range and that fits within a 5-foot cube. If no water is immediately available you can extract moisture from the ground, air, or from the bodies of dead creatures. This body of water instantaneously freezes and you can manipulate it in one of the following ways:
- You instantaneously move the mass of ice, up to 5 feet in any direction. This movement doesn’t have enough force to cause damage.
- You cause the ice to form into simple shapes. This change lasts for 1 hour.
- You change the ice's color or opacity. The ice must be changed in the same way throughout. This change lasts for 1 hour.
If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
- Ice Spike
- 1–9 Psi Points.
As an action, you hurl a mote 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 1d8 cold damage per psi 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.
- Winterized Weaponry
- 2 Psi Point.
As an bonus action, you create any weapon from solid ice. Each weapon can lasts 10 minutes in temperatures higher than freezing and half as much in temperatures over 80 degrees Fahrenheit. Each weapon deals an extra 1d6 cold damage.
- Ice Sheet
- 2 Psi Points.
As an action, choose a point on the ground you can see within 60 feet of you. The ground in a 20-foot radius centered on that point becomes covered in ice for 10 minutes. It is difficult terrain, and any creature that moves more than 10 feet on it must succeed on a Dexterity saving throw or fall prone. If the surface is sloped, a creature that falls prone in the area immediately slides to the bottom of the slope.
- Frozen Sanctuary
- 3 Psi Points.
As a bonus action, you sheathe yourself with icy resilience. You gain 20 temporary hit points.
- Ice Spears
- 4-9 Psi Points.
As an action, you create massive spikes of ice capable of crushing buildings. All creatures within range must attempt a Strength saving throw. On a failure, they take 2d8 cold damage and 2d8 piercing damage, are pushed out of this spear's range, and the area targeted by this spear becomes full cover with 13 AC and 15 hit points for every 5 ft. cubic area. This technique deals double damage to buildings and structures.
You can increase Ice Barrier's damage and hit points by +1d8 cold damage and +15 hit points per each additional psi point spent on it.
- Frozen Rain
- 5-9 Psi Points; conc., 1 min.
As an action, choose a point you can see within 120 feet of you. The air in a 20-foot-radius sphere centered on that point becomes deathly cold and saturated with moisture. Each creature in that area must make a Constitution saving throw. On a failed save, a target takes 6d6 cold damage, and its speed is reduced to 0 until your concentration ends. On a successful save, a target takes half as much damage.
As an action, a target that has its speed reduced can end the effect early if it succeeds on a Strength (Athletics) check with a DC equal to this effect’s save DC.
You can increase this effect’s damage by 1d6 per each additional psi point spent on it.
- Ice Barrier
- 6-9 Psi Points; conc., 10 min.
As an action, you create a wall of ice, at least one portion of which must be within 60 feet of you. The wall is 60 feet long, 15 feet high, and 1 foot thick. The wall lasts until your concentration ends. Each 10-foot section of the wall has AC 12 and 30 hit points. A creature that damages the wall with a melee attack takes cold damage equal to the damage the creature dealt to the wall.
You can increase Ice Barrier's AC and hit points by +1 AC and +15 hit points per each additional psi point spent on it.
- Winter Wonderland
- Range: 40 feet
- 9 Psi Points; conc., 1 min.
You summon a whirlwind of ice to surround a creature within range in a 15 foot radius around them. Creatures in the whirlwind must make a Constitution saving throw when this technique is used and at the start of the creatures turn when inside the whirlwind, taking 4d8 cold damage and having their movement speeds reduced to 0 on a fail. On a success, their movement is halved and they take half damage.
When creatures fails 2 saving throws in a row, ice begins to encapsulate them, making them restrained for this discipline's duration. They can use their action to make a Strength saving throw, no longer being restrained on a success. If they are restrained and fail 2 saving throws from this jutsu in a row, they are paralyzed for 1 hour, even if the discipline ends, now frozen, encased in a layer of ice. Time spent next to a heat source counts for 60 times as much for the sake of ending the paralysis.
This discipline cancels out the basic fire style discipline due to the coldness and wind sapping any heat created. You must spend 6 Psi Points at the beginning of your turns to maintain this discipline.
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