Base Class: Wizard
Frostweaving Overview
Wizards of the School of Frostweaving harness the power of ice and cold to control the battlefield, protect their allies, and devastate their enemies. They see ice not just as a destructive force, but as a tool for manipulation and creation. Their magic can chill the soul and freeze the very air around them.
Frostweaving Spell List
Here’s a suggested list of ice-themed spells for the School of Frostweaving:
- Cantrips: Ray of Frost, Frostbite
- 1st Level: Ice Knife, Armor of Agathys
- 2nd Level: Misty Step, Snilloc’s Snowball Swarm
- 3rd Level: Sleet Storm, Tundra’s Embrace (custom spell; see below)
- 4th Level: Ice Storm, Otiluke’s Resilient Sphere
- 5th Level: Cone of Cold, Wall of Ice
- 6th Level: Freezing Sphere (custom spell; see below)
- 7th Level: Plane Shift (to the Plane of Ice), Cold Snap (custom spell; see below)
- 8th Level: Glacier (custom spell; see below)
- 9th Level: Frostfell Storm (custom spell; see below)
Custom Spells
Tundra’s Embrace
2nd-level conjuration
Casting Time: 1 bonus action
Range: Self
Components: V, S
Duration: Concentration, up to 1 minute
You create a 10-foot-radius aura of biting cold around you. Enemies that start their turn in the aura or enter it for the first time on their turn must make a Constitution saving throw. On a failed save, they take 2d6 cold damage and have their speed reduced by 10 feet until the start of your next turn. On a successful save, they take half damage and their speed is unaffected.
Freezing Sphere
6th-level evocation
Casting Time: 1 action
Range: 300 feet
Components: V, S, M (a bit of ice)
Duration: Instantaneous
You create a freezing sphere that explodes in a 20-foot radius. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 10d6 cold damage and is restrained until the end of its next turn. On a successful save, the creature takes half damage and isn’t restrained.
Cold Snap
7th-level evocation
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a shard of ice)
Duration: Instantaneous
You cause a sudden burst of icy energy to explode in a 30-foot-radius sphere centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 12d6 cold damage and is stunned until the end of your next turn. On a successful save, a creature takes half damage and isn’t stunned.
Glacier
8th-level conjuration
Casting Time: 1 minute
Range: 120 feet
Components: V, S, M (a piece of ice)
Duration: Concentration, up to 1 hour
You summon a massive glacier that covers a 60-foot area. The glacier creates difficult terrain and provides full cover to creatures behind it. Enemies moving through or starting their turn in the glacier’s area must make a Dexterity saving throw. On a failed save, they take 6d10 cold damage and have their speed reduced by half for the duration. On a successful save, they take half damage and their speed is not reduced.
Frostfell Storm
9th-level conjuration
Casting Time: 1 action
Range: 1 mile
Components: V, S, M (a snowflake)
Duration: Concentration, up to 1 minute
You create a massive storm of freezing winds and ice over a 1-mile radius area. The storm deals 8d10 cold damage to all creatures in the area at the start of their turn. Additionally, the storm heavily obscures the area and creates difficult terrain. Enemies that start their turn in the storm must make a Constitution saving throw or be paralyzed until the end of their next turn.
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Posted Jul 21, 2024Frostweaving Features
1. Frostweaver’s Initiation 2nd-level School of Frostweaving feature
When you choose this school at 2nd level, you gain proficiency with the Arcana skill if you don’t already have it, and you learn two cantrips from the School of Frostweaving spell list: Ray of Frost and Frostbite. These cantrips count as wizard cantrips for you, and they do not count against your number of cantrips known.
Additionally, you learn the spell Ice Knife and it does not count against the number of wizard spells you can prepare.
2. Ice Ward 2nd-level School of Frostweaving feature
You can use your reaction to create a protective barrier of ice. When you or an ally within 30 feet of you takes damage, you can use your reaction to expend a spell slot and reduce the damage by an amount equal to 1d6 per level of the spell slot expended + your Intelligence modifier. This barrier lasts until the end of your next turn.
3. Frost Form 6th-level School of Frostweaving feature
You can channel the power of ice into your own form. As a bonus action, you can transform into a frosty apparition for 1 minute. While in this form, you gain the following benefits:
You can use this feature a number of times equal to your proficiency bonus, and you regain expended uses after finishing a long rest.
4. Frozen Fortress 10th-level School of Frostweaving feature
You can cast Wall of Ice without expending a spell slot. Once you use this feature, you can’t use it again until you finish a long rest. Additionally, when you cast Wall of Ice, you can choose to have the wall deal cold damage to creatures that pass through it. Creatures that pass through the wall take cold damage equal to 1d6 + your spellcasting ability modifier.
5. Glacial Mastery 14th-level School of Frostweaving feature
You can command the power of glaciers to reshape the battlefield. When you cast a spell that deals cold damage, you can choose to empower it. When you do so, you can increase the damage by an amount equal to your spellcasting ability modifier. Additionally, the spell's area of effect increases by 5 feet.
6. Absolute Zero 14th-level School of Frostweaving feature
You can invoke the ultimate chill of the frost realm. As an action, you can create a sphere of absolute zero centered on a point you can see within 120 feet of you. The sphere has a 30-foot radius and lasts for 1 minute.
Each creature that starts its turn in the sphere or moves into the sphere for the first time on a turn must make a Constitution saving throw against your spell save DC. On a failed save, a creature takes 8d10 cold damage and is paralyzed until the end of its next turn. On a successful save, a creature takes half damage and is not paralyzed.
Once you use this feature, you can’t use it again until you finish a long rest.