Bender Nature: Glacial

Focuses on the use of Cold, Necrotic damage and shaping water

## Features

### Frosty

Starting at 1st level, when you deal cold or necrotic damage, you can add a bonus to the damage rolls equaling your Wisdom Modifier.

### Insulator

Reaching 3rd level, you have resistance to cold and necrotic damage. This turns into immunity at 8th level.

Additionally when you cast a spell or use an ability that deals cold or necrotic damage you can apply one of the following effects as a bonus action:

* The target’s speed is reduced by 15 feet until the end of your next turn. If the spell already reduces the target’s speed, use whichever reduction is greater
* The target can't regain hit points until the start of your next turn

You can use this ability equaling your proficiency bonus per long rest.

### Undeath

Upon reaching 6th level, once per long rest, as an action you can choose a number of creatures equal to your proficiency bonus within 30ft of you and grant them resistance to cold and necrotic damage for 1 minute. This turns to immunity at 14th level.

Additionally, when you deal cold or necrotic damage, you can ignore resistance to that type, and treat immunity as resistance.

### Ice Cube

Upon reaching level 10, you can attempt to incase a target in ice. Once per long rest, as an action you can make a Huge or smaller target that you can see within 100 feet of you make a constitution saving throw. Upon success, the target is restrained by ice. This ice restraining the target has an AC of 12, and 10 HP (Immune to Cold; Vulnerable to Fire).

Upon failure, the target is petrified in ice; This petrifaction lasts until the ice melts or is broken; Any extra damage dealt to the ice will be transferred to the petrified creature. This ice petrifying the target has an AC of 16, and 40 HP (Immune to Cold; Vulnerable to Fire). Under normal temperatures, it lasts 1d10 + your wisdom modifier days. Warm weather will half that time, as cold weather will double it. Extreme Heat will make it last 1d6 hours, while Extreme Cold will not melt the ice.

Additionally, your immunity to cold and necrotic damage cannot be bypassed. You are immune to all effects that would reduce your cold and necrotic immunity in any way. This does not apply to the resistance/immunity you can grant allies.

### Frostbite

Upon reaching 17th level, you can make those in battle prone to exhaustion. As an action, you can make a single target you can see within 30 feet of you make a constitution saving throw against your spell save DC. Upon failure, the target takes 1 level of exhaustion. Upon success, the target takes no levels of exhaustion. You can use this ability equal to your proficiency bonus, plus double your constitution modifier per long rest.

Additionally, you are immune to exhaustion. You do not need to sleep, eat, or drink. Extreme weather doesn’t affect you, you can travel for longer than 8 hours at a time without penalty, ect.

## Spell List

### Cantrips (0th Level)

* Chill Touch - You create a ghostly, skeletal hand in the space of a creature within range.
* Ray of Frost - A frigid beam of blue-white light streaks toward a creature within range.
* Shape Water - You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:

### 1st Level Spells

* Absorb Elements - The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack.
* Chromatic Orb - You hurl a 4-inch-diameter sphere of energy at a creature that you can see within range.
* Create or Destroy Water - You either create or destroy water.
* False Life - Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 temporary hit points for the duration.
* Fog Cloud - You create a 20-foot-radius sphere of fog centered on a point within range.
* Frost Fingers - Freezing cold blasts from your fingertips in a 15-foot cone.
* Hex - You place a curse on a creature that you can see within rang
* Ice Knife - You create a shard of ice and fling it at one creature within range.
* Inflict Wounds - On a hit, the target takes 3d10 necrotic damage.

### 2nd Level Spells

* Binding Ice - A burst of cold energy emanates from you in a 30-foot cone.
* Darkness - Magical darkness spreads from a point you choose within range to fill a 15-foot-radius sphere for the duration.
* Darkvision - You touch a willing creature to grant it the ability to see in the dark.
* Misty Step - Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.
* Ray of Enfeeblement - A black beam of enervating energy springs from your finger toward a creature within range.
* Snowball Storm - A flurry of magic snowballs erupts from a point you choose within range.

### 3rd Level Spells

* Sleet Storm - Until the spell ends, freezing rain and sleet fall in a 20-foot-tall cylinder with a 40-foot radius centered on a point you choose within range.
* Slow - You alter the space around up to six creatures of your choice in a 40-foot cube within range. This makes them slower.
* Vampiric Touch - The touch of your shadow-wreathed hand can siphon life force from others to heal your wounds.
* Water Breathing - This spell grants up to ten willing creatures you can see within range the ability to breathe underwater until the spell ends.
* Water Walk - This spell grants the ability to move across any liquid surface–such as water, acid, mud, snow, quicksand, or lava–as if it were harmless solid ground

### 4th Level Spells

* Aura of Life - Life-preserving energy radiates from you in an aura with a 30-foot radius.
* Blight - Necromantic energy washes over a creature of your choice that you can see within range, draining moisture and vitality from it.
* Conjure Minor Elementals - You summon elementals that appear in unoccupied spaces that you can see within range.
* Ice Storm - 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.
* Shadow of Moil - Flame-like shadows wreathe your body until the spell ends, causing you to become heavily obscured to others. The shadows turn dim light within 10 feet of you into darkness, and bright light in the same area to dim light.

### 5th Level Spells

* Cone of Cold - A blast of cold air erupts from your hands.
* Conjure Elemental - You call forth an elemental servant.
* Enervation - A tendril of inky darkness reaches out from you, touching a creature you can see within range to drain life from it.

### 6th Level Spells

* Circle of Death - A sphere of negative energy ripples out in a 60-foot-radius sphere from a point within range.
* Freezing Sphere - A frigid globe of cold energy streaks from your fingertips to a point of your choice within range, where it explodes in a 60-foot-radius sphere.
* Harm - You unleash a virulent disease on a creature that you can see within range.
* Wall of Ice - You create a wall of ice on a solid surface within range.

### 7th Level Spells

* Finger of Death - You send negative energy coursing through a creature that you can see within range, causing it searing pain.

### 8th Level Spells

* Polar Ray - A blue-white ray of freezing air and ice springs from your hand and towards a creature within range.

### 9th Level Spells

* Power Word Kill - You utter a word of power that can compel one creature you can see within range to die instantly.