Base Class: Wizard
Relentless cold and overwhelming heat. Furious blizzards and horrible wildfires. Oppressing rime and burning flame-- the dual elements of fire and ice are as terrifying as they are different, and yet the Pyrefrost wizard brings them together. The students of the Pyrefrost school are wizards that practice the specific and delicate art of uniting the two opposing temperatures. This school of magic requires near-perfect balance and a potent sense of precision. People often pursue the study of ice and fire as a method of self-discovery and piece of mind, or even in the pursuit of power. Whatever the reason, Pyrefrost wizards are masters of the ever-shifting temperatures of hot and cold.
Thermal Potency
Beginning when you select this school at 2nd level, your fire and cold spells aren’t limited by the defenses of others. Any fire or cold damage you deal with a spell ignores fire or cold resistance.
Opposite Clouds
Beginning at 2nd level, you can use your action to create either an icy, freezing cloud of swirling snow or a fiery, burning cloud of twisting flames centered on a point within 5 feet of you. The cloud takes the form of a 30 ft. sphere and lasts for 1 minute. When a creature other than you enters this cloud, they must make a Constitution save or take an amount of cold damage (for the ice cloud) or fire damage (for the fire cloud) equal to 1d4 plus your spell attack modifier. They must continue to make this save at the start of their turn until they exit the sphere. Additionally, when you are within this cloud, you gain a +1 bonus to your AC.
You can’t use this feature again until you finish a long rest.
Fury Of The Two Elements
Beginning at 6th level, you can add 1d4 fire damage and 1d4 cold damage to the damage roll of any spell you cast. Alternatively, you can choose to add either 2d4 fire damage or 2d4 cold damage to one damage roll of any spell you cast. The damage bonus applies to one damage roll of a spell, not multiple rolls.
Inescapable Extremes
Starting at 10th level, your practice of ice and fire magic has increased the accuracy and potency of your cold and fire spells. You gain the following benefits:
- Your fire and cold damage spell attacks gain a +1 bonus to hit.
- You gain a +1 bonus to your spell save DC when a creature is making a save against a fire or cold damage spell you casted.
- When you cast a spell that deals damage, you can choose to change the damage type to either fire or cold damage.
Thermal Intensity
Starting at 14th level, your fire and cold spells pierce even the strongest methods of defense. When you cast a fire or cold damage spell that a creature or group of creatures would normally be immune to, the creature(s) instead take(s) half damage on a hit. If the fire or cold spell requires a save, the creature(s) take half damage on a failed save and no damage on a successful save.
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