Cold Moves

Cold Moves


Name                                 Category             AP          Power               Accuracy

Frostbite                             INT/CHA            30          1d6                     +0
You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.

Ray of Frost                      INT/CHA              30           1d8                    +0
A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn.

Armor of Agathys             Charisma              20            5                      +0
A watery magical force surrounds you, manifesting as a spectral frost that covers you and your gear. If a creature hits you with a melee attack before the end of your next turn, the creature takes 5 cold damage.
   
Snowball Swarm              INT/CHA                  15            3d6                  +0
A flurry of magic snowballs erupts from a point you choose within range. Each creature in a 5-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes 3d6 cold damage on a failed save, or half as much damage on a successful one.
 
Ice Storm                        INT/CHA/WIS             10            4d6                +0
A hail of rock-hard ice pounds to the ground in a 20-foot-radius, 40-foot-high cylinder centered on a point within range. Each creature in the cylinder must make a Dexterity saving throw. A creature takes 2d8 bludgeoning damage and 4d6 cold damage on a failed save, or half as much damage on a successful one.
 
Cone of Cold               INT/CHA                        5            8d8                 +0 
A blast of cold air erupts from your hands. Each creature in a 60-foot cone must make a Constitution saving throw. A creature takes 8d8 cold damage on a failed save, or half as much damage on a successful one.
 
Aqua Barrier                  Special                       30                    -                +0
You wrap yourself in a barrier made of water. You become resistant to fire damage.
 
Hydro Punch                  Strength                      20                 2d6             +0 
You boost your punches with the power of water. On hit the target takes 2d6 cold damage.
 
Muddy Slap                    Finesse                        30                  1d6              +0
A dirty strike that catches the opponent off guard. This attack always goes first. On hit, this attack deals 1d6 cold damage. 

Bubble Bomb                Dexterity                        20                  2d4               +0 
Several small bubbles are hurled at a creature  within 60ft. On hit the target takes 2d4 cold damage and must succeed on a Constitution Saving throw or have its speed reduced by 10 until the end of your next turn.

Depth Charge               Dexterity                       15                    2d8                +0
Launch a watery sphere at a target within 60ft. Make a ranged attack, on hit the target takes 2d8 damage and must make a Constitution Saving Throw, on a failure the target is deafened until the end of your next turn.

Ice Tail                          Finesse                           15                 2d6                    +0
Make a melee attack, on hit target takes 2d6 cold damage and its initiative roll is reduced by 5.

Crabhammer               Strength                          10                  3d10                  +0
Make a melee attack, on hit target takes 3d10 damage and roll a 1d4. On a 4 the target is stunned until the start of your next turn.

Icy Lick                          Finesse                           20                 1d12                 +0
Make a melee attack, on hit target takes 1d12 and targets deals 1 less damage until the battle ends.

Ice Burst                        Constitution                            5                    2d6+1/2 HPR  +0
This creature releases its energy and it explodes in a burst of jagged ice. Each creature within 10 ft. of it must make a Dexterity saving throw, taking 2d6 + half its remaining hit points. This attack causes it to reduce its own hit points to 0. 

Frost Breath                  Constitution                          10                      2d8                  +0
The creature exhales a 15-foot Cone of icy air. Each creature in that area must succeed on a Dexterity saving throw, taking 2d8 cold damage on a failed save, or half as much damage on a successful one.

Whelm Dance                 Strength                               10                     2d8                   +0
Surround a creature in range with water, that creature must make a Strength saving throw. On a failure, a target takes 2d8 cold damage. If it is Large or smaller, it is also Grappled (escape DC 14). Until this grapple ends, the target is Restrained and unable to breathe unless it can breathe water and is considered underwater. On a success, the water fades away.  

Chilling Gaze                 Charisma                             5                        3d6                   +0
Target one creature it can see within 30 feet of it. If the target can see the yeti, the target must succeed on a Constitution saving throw against this or take 3d6 cold damage and then be Paralyzed for 1 minute, unless it is immune to cold damage. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the target's saving throw is successful, or if the effect ends on it, the target is immune to the Chilling Gaze for 1 hour.

Cold Beam                     Constitution                        10                       10d8                    +0
The creature fires a 30-foot line 5-foot wide of frigid air. Each creature in that area must make a Constitution saving throw, taking 10d8 cold damage on a failed save, or half as much damage on a successful one.
 
Ice Fang                         Strength                              20                    3d4                         +0
The creature makes a melee attack, on hit it deals 3d4 cold damage. 
 
Splash Zone                   Special                                 25                    Special                   +0
The creature begins splashing around. For the next 5 rounds, all cold attacks deal an additional 1d10 cold damage. Only one of these effects can be active at a time. When you use this attack, if Sun Burst is active, it removes it.

Water Jet                       INT/WIS/CHA                        15                       6d6                      +0
The shoots water in a 60-foot line that is 5 feet wide. Each creature in that line must make a Dexterity saving throw. On a failure, a target takes 6d6 cold damage and, if it is Huge or smaller, is pushed up to 20 feet away from this creature and knocked prone. On a success, a target takes half the cold damage, but is neither pushed nor knocked prone.

Frost Ray.                      Intelligence                          20                      3d6                 +0
The targeted creature within 60ft must succeed on a Dexterity saving throw or take 10 3d6 cold damage.