Base Class: Wizard
"The thunderous power of the Arcane and the ferocity of fire are both things to respect. But a mage who can freeze you-- To keep you alive, cryogenically trapped, to watch reality pass you by as you feel your body dying-- That's a thing to fear."
Frost Mages stand apart from their colleagues, in that their chosen school of magic focuses on maintaining supreme control over the capabilities of their enemies. Mages who command frost perform frigid displays on the battlefield, rendering foes immobile as they bombard them with hailstorms, and chill the very blood in their veins. Often, the blade never reaches the magus before the bitter cold takes hold. The frost mage exudes frigid power as icicles form around them, foreshadowing the wintery doom to those who would oppose them unprepared.
Icicles
Beginning when you select this school at 2nd level, your mastery of the cold begins to manifest around you. With each cast of a Spell of any level that would deal Cold damage, you gain a charge of icicles. After you acquire three charges, you can then use a Bonus Action to cast Icicles, and fire three projectiles at a single target. Roll a spell attack for each icicle: Any that hit do 1d4 damage. This damage increases to 2d4 per missile at level 6, 3d4 per missile at level 10, and 4d4 per missile at level 14.
Frost Armor
Beginning at 2nd level, your Shield spell (assuming you have it) becomes enhanced by your natural attunement to Cold. When you cast Shield, any attacker that attempts to overcome it must roll a Constitution save = to 1/2 your Wizard level + 8. If they fail, their movement speed is halved for 1d4 rounds.
Frozen Field
Starting at 6th level, you can create a field of frozen ice in a 10-foot radius centered on a point you can see. This area is treated as difficult terrain, and walking upon it requires a DEX save to avoid falling prone. This save DC is = to 10 + your Wizard level.
Brain Freeze
Beginning at 10th level, when you are challenged by a mind-altering or compelling effect, you can use your reaction to stun your own mind for a few moments with terrible cold, to give you an advantage on the effects save. If you already have advantage on the effects save, you are instead immune to the effect until the start of your next turn. You may only use this feature once per short rest.
Glacier Crash
Starting at 14th level, you can open a rift to the elemental plane of Frost beneath the feet of a target you can see within 60 feet, calling forth a massive glacier to impale them from below. The target must make a DEX save = to your spellcasting DC, or take 10d6+20 Frost damage and be knocked prone and stunned. On a save, they take half the damage and are not otherwise effected. At the start of your next turn, the glacier explodes outwards in a storm of frost fragments, turning the area to difficult terrain and requiring another Dex save to avoid taking 5d6+10 Frost and 5d6+10 Force. This ability may only be used once per long rest.
Previous Versions
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2/21/2021 6:03:00 AM
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Coming Soon
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