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Ninja_Prawn
2016-03-06, 05:58 AM
RavenJovan has asked me to create some cold-themed material for a winter witch character, so I thought I'd share it here for anyone to use. Also, if you have any suggestions for changes/additions, I'd love to hear them!

Prestige Class (by JNAProductions)
Requirements:
Witch's Familiar
The ability to cast 3rd level spells



Level
Feature
Spellcasting


1
Snowy Familiar
+1 Level


2
Frozen Spells
+1 Level


3
Furious Blizzard
+1 Level


4
ASI
-


5
Winter Witch
+1 Level



Snowy Familiar. At level 1, you may replace your familiar with a Frostling. This Frostling is allowed to take the Attack action, and adds your proficiency bonus to its AC and attack rolls.

Frozen Spells. At level 2, you can freeze your spells, delaying their effect. To cast a frozen spell, you must expend an additional spell slot as a bonus action (or action, if the spell requires a bonus action to cast). The spell will not take effect until a number of rounds equal to the second spell slot spent. It takes place as if cast from your original location. The spell appears as a frozen orb, waiting to be let loose.

In addition, you may change any damage type from a spell you cast to cold.

Furious Blizzard. At level 3, your spells now ignore resistance to cold damage, you gain resistance to cold damage, and you may, once per short rest, summon a blizzard. This blizzard occupies a radius 30' around you, and counts as light concealment and cover for anyone within. Everyone except you takes 3d6 cold damage at the start of their turn if they start within the blizzard or when they enter it. This blizzard requires your Concentration, and can last up to one minute.

Winter Witch. At level 5, you reach apotheosis, gaining immunity to cold damage, ignoring immunity to cold damage when casting your spells, and you may take on an icy form. It is a bonus action to switch between your regular form and your icy form. While in ice form, your AC equals 13 + your Dexterity modifier, and anyone who starts their turn within 5' of you or hits you with a melee attack takes 1d6 points of cold damage.

Items
Arrows of Ice
Weapon (arrows), rare

You have a +1 bonus to attack rolls made with this piece of magic ammunition, and on a hit, the target takes an additional 1d4 cold damage. Once it hits a target, the ammunition is no longer magical.


Blizzard Bolt
Weapon (crossbow bolt), very rare

When this bolt strikes a solid surface, be it a creature, object, wall or floor, it explodes with a wintry blast. All creatures within 20 feet of the point of impact must make a DC 17 Dexterity saving throw. They take 4d6 cold damage on a failure, or half as much on a success.


Horn of Winter
Wondrous item, rare (crystal or mammoth ivory), very rare (diamond) or legendary (dragonbone)

You can use an action to blow this horn. In response, arctic monsters appear within 60 feet of you. They vanish after 1 hour or when they drop to 0 hit points. Once you use the horn, it can't be used again until 7 days have passed.
Four types of horns of winter are known to exist, each made from a different material. The horn's type determines which monster it summons, as well as any requirements for its use. The DM chooses the horn's type or determines it randomly.



d100
Horn Type
Monster(s) Summoned
Requirement


01-40
Crystal
Remorhaz
None


41-75
Mammoth Ivory
Adult White Dragon
Resistant to cold damage


76-90
Diamond
2 Remorhazes
Adapted to cold climates


91-00
Dragonbone
Ancient White Dragon
Immune to cold damage



If you blow the horn without meeting its requirement, the summoned monster(s) will attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands.


Rimefang
Weapon (longsword), artifact (requires attunement)

Magic Weapon. Rimefang is a magic weapon that grants a +3 bonus to attack and damage rolls made with it. It also functions as a frostbrand, is weightless and has the finesse property.

Random Properties. Rimefang has the following randomly determined properties:

2 minor beneficial properties
1 minor detrimental property
1 major detrimental property
Blessings of Winter. While attuned to this sword, you are naturally adapted to cold climates as described in chapter 5 of the DMG. Snow, sleet, ice and fog never impede your movement or vision and you are immune to cold damage.

Summon Frostlings. If you are holding the sword, you can use your action to cast the Conjure Minor Elementals spell from it, summoning eight frostlings. You can't use this property again until the next sunset.

Abyssal Ice. Any creature hit by Rimefang must make a DC 19 Constitution saving throw or suffer 2d8 poison damage and be restrained in ice for 1 round.

Destroying the Sword. Rimefang was fashioned from the unmelting ice found at the heart of the Abyss and can only be destroyed by being submerged in the magma of the volcanoes of Nessus, the Ninth Circle of Hell.


Snowflake Shuriken
Weapon (dart), uncommon

Any creature hit by one of these magical shuriken takes 1 additional point of cold damage and must make a DC 13 Constitution saving throw. On a failure, the target's speed is reduced by 10 feet until the end of its next turn.
Once it hits a target, the dart is no longer magical.

Spells
Auril's Flower
6th-level evocation

Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a crystal flower)
Duration: 24 hours

You cause a Small white flower to grow in an unoccupied 5 foot square you can see within range. The flower has an AC of 15, 3 hit points and vulnerability to fire damage.
At any point during the duration of the spell, you can use a bonus action to command it to explode in a shower of ice. Alternatively, the flower will explode if it is reduced to 0 hit points. When the flower explodes, all creatures within 30 feet of it must make a Dexterity saving throw. They take 8d8 cold damage on a failed save, or half as much on a successful one.
If 24 hours pass without the flower exploding, it withers and dies.


Cold Embrace (by Xaphedo)
4th-level necromancy

Casting Time: 1 reaction, which you take when a living creature with a CR of 1 or more dies within range.
Range: 60 feet
Components: V, S
Duration: Instantaneous

The target's remaining fluids immediately freeze and burst, destroying the corpse and drastically dropping the temperature around it. Each creature in a 20-foot-radius sphere centered on that point must make a Constitution saving throw. A target takes 6d8 cold damage on a failed save, or half as much damage on a successful one.
The cold freezes all non-magical liquids in the area and the temperature temporarily drops to 5 °C in a 100-foot-radius from the destroyed corpse.
At higher levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.


Koliada's Freezing Touch
7th-level transmutation

Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 minute

You touch a creature and attempt to freeze it in place. Make a melee spell attack against the target. On a hit, the target takes 8d8 cold damage and is restrained. At the end of each of its turns, the creature makes a Constitution saving throw. If it fails its saves three times, it is turned to ice and subjected to the petrified condition for the duration, and if it succeeds three times, the spell ends immediately. The successes and failures don’t need to be consecutive; keep track of both until the target collects three of a kind. Additionally, any creature reduced to zero hit points by damage from this spell is immediately frozen (and stable) as if it had failed three saves against the spell.
If the creature is physically broken while petrified, it suffers from similar deformities if it reverts to its original state. While petrified, it is immune to cold damage and vulnerable to fire damage.
If you maintain your concentration on this spell for the entire possible duration, the creature is turned to ice until the effect is removed.


Piercing Spit (by Xaphedo)
Evocation cantrip

Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a drop of spit)
Duration: Instantaneous

You spit an ice shard at a target within range. Make a ranged spell attack against the target. On a hit, the target takes 1d6 cold damage. If you surpass the target's AC by 5 or more points, double the damage dealt by this spell.
This spell’s base damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).


Refrigerate
1st-level evocation (ritual)

Casting Time: 1 action
Range: Touch
Components: V, S
Duration: 24 hours

You touch one object or collection of objects that fits within a 5-foot cube and weighs less than 30lbs, fixing its temperature at 5°C for the spell's duration. Food and drink under the influence of this spell will not spoil, though it does not preserve corpses for the purposes of Raise Dead or similar magic.


Snowshoes
1st-level transmutation

Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a sprig from an evergreen tree)
Duration: Concentration, up to 1 hour

You transform the footwear of yourself and your companions, enabling you all to walk easily on snow. For the duration, each creature you choose within 30 feet of you (including you) is able to walk on snow or ice without being impeded or imperilled in any way. Furthermore, your feet do not penetrate through snow, meaning that you do not leave an obvious trail in snowy conditions.


Winter's Glue (by Xaphedo)
2nd-level evocation

Casting Time: 1 action
Range: Touch
Components: V, S
Duration: 1 hour

You touch a surface, a creature or item. It is immediately covered by a 1,5 feet by 1,5 feet thin layer of transparent liquid, which appears to be very dense and impervious to gravity. As soon as something comes in contact with this layer, the part of the layer which has been touched freezes and acts as a strong adhesive between the two surfaces.
Creatures stuck this way are considered restrained. They can make a Strength saving throw at the start of their turns to try and break free. On a successful save, they take 1d6 cold damage and they are no longer restrained. Objects which have been stuck to the surface can be pulled free with a successful Strength check, taking 1d6 cold damage when freed (which they may easily be immune or resistant to). If the enchanted layer has nothing more stuck on it, it returns to its liquid stage.
The layer will be destroyed if it receives 10 or more points of fire damage. It is also rendered useless by being coated in dirt, sand, flour or other dust like materials when in its liquid stage.
At higher levels. When you cast this spell using a spell slot of 3rd level or higher, for each slot level above 2nd breaking from the glue deals an additional 1d6 cold damage and the layer of glue can take an additional 5 points of fire damage before being destroyed.


Zajimarn's Avalanche
9th-level evocation

Casting Time: 1 action
Range: Sight
Components: V, S
Duration: Concentration, up to 1 minute

A wave of snow springs into existence at a point you choose within range. You can make the wave up to 300 feet long, 300 feet high, and 50 feet thick. The wave lasts for the duration.
When the wave appears, each creature within its area must make a Strength saving throw. On a failed save, a creature takes 10d4 bludgeoning damage and 10d4 cold damage, or half as much damage on a successful save.
At the start of each of your turns after the wave appears, the wave, along with any Huge or smaller creatures in it, moves 50 feet in a direction you choose. Any creature inside the wave or whose space the wave enters when it moves must succeed on a Strength saving throw or take 9d4 bludgeoning damage and 9d4 cold damage. A creature can take this damage only once per round. Additionally, any exposed flames that the avalanche moves over, including those created by spells of 8th level or lower, are extinguished. At the end of the turn, the wave’s height is reduced by 30 feet, and the damage creatures take from the spell on subsequent rounds is reduced by 1d4 for both damage types. When the wave reaches 0 feet in height, the spell ends.
Any Huge or smaller creature caught in the avalanche is prone and restrained for the duration of the spell.


Zajimarn's Ice Claw Prison
3rd-level evocation

Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a crystal claw)
Duration: Concentration, up to 1 minute

You choose a 10-foot-square unoccupied space on the ground that you can see within range. A Large claw made from razor-sharp ice appears there and lasts for the spell’s duration. It acts at your command, though it cannot move from its initial location.
The hand is an object that has AC 18 and hit points equal to your hit point maximum. If it drops to 0 hit points, the spell ends. It has a Strength of 20 (+5) and a Dexterity of 10 (+0). The claw doesn’t fill its space.
When you cast the spell and as a bonus action on your subsequent turns, you can command the claw to perform one of the following tasks:
Slash (only if the claw does not have a creature imprisoned). The claw lashes out at a target within 10 feet of itself. Make a melee spell attack for the hand using your own statistics. On a hit, the target takes 1d8 slashing damage and 1d8 cold damage.
Imprison. The claw grabs a large or smaller target within 10 feet of itself. The target must succeed on a Strength saving throw against your spell save DC or be dragged into the claw's space and restrained for the duration. To break out, the restrained target can make a Strength check against your spell save DC. On a success, the target escapes and is no longer restrained by the hand, but on a failure it takes 1d6 cold damage.
Crush (only if a target is already imprisoned). The claw attempts to crush an imprisoned creature or object. The target must make a Strength saving throw against your spell save DC. It takes 1d8 bludgeoning damage and 1d8 cold damage on a failed save or half as much on a successful one.
Release (only if a target is already imprisoned). The claw releases an imprisoned creature. It is no longer restrained.

Monsters
Arctic Fox
Tiny beast, unaligned
Armour Class 12
Hit Points 2 (1d4)
Speed 40 ft.


STR
DEX
CON
INT
WIS
CHA


4 (-3)
15 (+2)
11 (+0)
3 (-4)
12 (+1)
7 (-2)


Skills Perception +3, Stealth +4
Senses passive Perception 13
Languages -
Challenge 0 (10 XP)

Keen Hearing and Sight. The fox has advantage on Wisdom (Perception) checks that rely on hearing or sight.

Snow Camouflage. The fox has advantage on Dexterity (Stealth) checks made to hide in snowy terrain.

Actions
Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 piercing damage.


Frostling
Small elemental, neutral evil
Armour Class 13 (hide armour, shield)
Hit Points 7 (2d6)
Speed 30 ft.


STR
DEX
CON
INT
WIS
CHA


14 (+2)
9 (-1)
10 (+0)
10 (+0)
9 (-1)
11 (+0)


Damage Immunity cold
Skills Survival +1
Senses darkvision 60ft., passive Perception 9
Languages Aquan, Auran
Challenge 1/4 (50 XP)

Death Burst. When the frostling dies, it explodes in a burst of ice. Each creature within 10 feet must make a DC 10 Constitution saving throw, taking 3 (1d6) cold damage on a failed save or half as much on a successful one.

Actions
Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage.


Ice Elemental
Large elemental, neutral
Armour Class 15 (natural armour)
Hit Points 102 (12d10 + 36)
Speed 30 ft., burrow (ice only) 30 ft.


STR
DEX
CON
INT
WIS
CHA


16 (+3)
17 (+3)
16 (+3)
6 (-2)
10 (+0)
7 (-2)


Damage Vulnerabilities fire, thunder
Damage Resistances acid, cold; bludgeoning, piercing and slashing from nonmagical weapons
Damage Immunities poison
Condition Immunities exhaustion, grappled, paralysed, petrified, poisoned, restrained, unconscious
Senses darkvision 60ft., passive Perception 10
Languages Aquan, Auran
Challenge 5 (1,800 XP)

Ice Form. The elemental always floats in water, rising at a rate of 120 feet per round if submerged. Furthermore, the elemental is not impeded by icy or snowy terrain, and it can burrow through solid ice (such as glaciers or permafrost) without disturbing the material it moves through. Any creature that starts its turn grappling or being grappled by the elemental takes 5 (1d10) cold damage and has its movement speed reduced by 10 feet for the duration of that turn.

Actions
Multiattack. The elemental makes two slam attacks.

Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) bludgeoning damage.


Snowy Owl
Tiny beast, unaligned
Armour Class 11
Hit Points 2 (1d4)
Speed 5 ft., fly 60 ft.


STR
DEX
CON
INT
WIS
CHA


3 (-4)
13 (+1)
10 (+0)
2 (-4)
13 (+1)
7 (-2)


Skills Perception +3, Stealth +3
Senses darkvision 120ft., passive Perception 13
Languages -
Challenge 0 (10 XP)

Flyby. The owl doesn't provoke opportunity attacks when it flies out of an enemy's reach.

Keen Hearing and Sight. The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight.

Snow Camouflage. The owl has advantage on Dexterity (Stealth) checks made to hide in snowy terrain.

Actions
Talons. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1 slashing damage.


Winter Wolf Pup
Tiny monstrosity, neutral evil
Armour Class 13 (natural armour)
Hit Points 2 (1d4)
Speed 40 ft.


STR
DEX
CON
INT
WIS
CHA


5 (-3)
12 (+1)
11 (+0)
4 (-3)
12 (+1)
7 (-2)


Damage Resistance cold
Skills Perception +3, Stealth +3
Senses passive Perception 13
Languages -
Challenge 0 (10 XP)

Snow Camouflage. The pup has advantage on Dexterity (Stealth) checks made to hide in snowy terrain.

Actions
Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 piercing damage.

Xaphedo
2016-03-06, 12:00 PM
Oh wow, these are cool! (pun much intended)
I especially like ze zpellz, they're very icy.

But since you asked so nicely, I will now be a prick and point out some things which don't seem quite right to me.

Arrows of Ice. They're nice, but they're boring. +1 to hit and +1d4 ice damage? Meh. What if the target has to pass a Strength saving throw or have its movement halved until the end of its turn and the next attack against the creature has advantage? And, if you manage to stack this effect twice in the same turn, the target is then restrained until the end of its next turn (its speed becomes 0, attack rolls against it have advantage, its attack rolls have disadvantage and it has disadvantage on Dexterity saving throws).

Horn of Winter. I'll be honest, I'm that close from throwing some homebrew monsters in there, but I'll shut up for now. The only gripe I've got is that the monsters just straight up attack you. Were they all mindless predators I'd understand it, but dragons are too smart for that. If you have an army of high level dudes flexing their muscles, an adult white dragon will back off, or pretend to be your ally and then betray you at the worst possible moment. I'd just say that they become hostile towards you and your allies: it doesn't change things in the end but it allows for dragons to act like dragons.

Rimefang. "Beneficical" is so good as a typo, I wholeheartedly suggest you keep it. Pretty please?
Oh, and the sword. I like it a lot. I'd very much like to give one to my Clear Ice Giants, if that's ok with you and your Abyssal lords.

The Spells. Yeah right. Me. Nickpicking Ninja_Prawn's homebrew spells. Big nope. I might as well start reviewing Stephen Hawkin's articles.
All I can point out are two typos: at Auril's Flower, "n a successful one" and at Snowshoes, "imperilled" is an l too long.

The Monsters. Just reading about them screams cuteness all over the place. Speaking of which, I believe there are two more typos: by the rules of 5e, both their alignments should in fact be Cute Evil.

Ninja_Prawn
2016-03-06, 01:02 PM
Arrows of Ice. They're nice, but they're boring. +1 to hit and +1d4 ice damage? Meh.

Well, they were designed for my kobold commandos (https://www.dropbox.com/s/1u0jm3ysj495hky/Kobolds.pdf?dl=0), so I didn't want them to be overly complicated. I could do more... I have been thinking about an arrow of explosions, so maybe I could come up with an icy parallel.


Horn of Winter. I'll be honest, I'm that close from throwing some homebrew monsters in there, but I'll shut up for now. The only gripe I've got is that the monsters just straight up attack you. Were they all mindless predators I'd understand it, but dragons are too smart for that. If you have an army of high level dudes flexing their muscles, an adult white dragon will back off, or pretend to be your ally and then betray you at the worst possible moment. I'd just say that they become hostile towards you and your allies: it doesn't change things in the end but it allows for dragons to act like dragons.

Fair enough. The text is cribbed straight from the horn of valhalla, so it might not be appropriate here... on the other hand, white dragons are (comparatively) savage hunters, and this one has just been ripped out of its nap by some uppity adventurer...


Rimefang. "Beneficical" is so good as a typo, I wholeheartedly suggest you keep it. Pretty please?
Oh, and the sword. I like it a lot. I'd very much like to give one to my Clear Ice Giants, if that's ok with you and your Abyssal lords.

Yeah, sure. Use it however you want. It's obviously powerful, but I tried to keep it within what the canonical artifacts can do so it shouldn't be any more unbalancing than they are.

Ugh, I hate typos. Such are the dangers of writing this up in notepad...


All I can point out are two typos: at Auril's Flower, "n a successful one" and at Snowshoes, "imperilled" is an l too long.

Double 'l' is the British spelling. It's correct as long as you say it in a British accent! I'll correct the other one.

Oh, and I have another spell idea... I'll add it in when I get home.

Xaphedo
2016-03-06, 03:25 PM
Well, they were designed for my kobold commandos (https://www.dropbox.com/s/1u0jm3ysj495hky/Kobolds.pdf?dl=0), so I didn't want them to be overly complicated. I could do more... I have been thinking about an arrow of explosions, so maybe I could come up with an icy parallel.

Ooh, shiny homebrew *grab*.
(By the way, I suggest limiting the number of traps the trapper can make. As it is, it's completely broken)

I would like to encourage violence exploding ice arrows. You can ever have too many exploding elemental shenanigans.



Fair enough. The text is cribbed straight from the horn of valhalla, so it might not be appropriate here... on the other hand, white dragons are (comparatively) savage hunters, and this one has just been ripped out of its nap by some uppity adventurer...

As an appointed attorney to the CD-ROM (Chromatic Dragons Rights and Obedience Movement), I am offended by your gross generalization and belittling of my Infallible Masters. That said, you are right.



Yeah, sure. Use it however you want. It's obviously powerful, but I tried to keep it within what the canonical artifacts can do so it shouldn't be any more unbalancing than they are.

Ugh, I hate typos. Such are the dangers of writing this up in notepad...


When I look at artifacts, all I care is: how can they break my game in an unforgettable way?

Online spell checkers can save lives keyboards. Grammarly (https://www.grammarly.com/) even checks automatically on whatever you write on the web.



Double 'l' is the British spelling. It's correct as long as you say it in a British accent! I'll correct the other one.

Click and drag where my profile picture would be. It says it all.



Oh, and I have another spell idea... I'll add it in when I get home.

Can't wait! Oh, uhm, may I also?


Piercing Spit
Evocation Cantrip

Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a drop of spit)

You spit an ice shard at a target within range. Make a ranged spell attack against the target. On a hit, the target takes 1d6 cold damage. If you surpass the target's AC by 5 or more points, double the damage dealt by this spell.
This spell’s base damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).


Winter's Glue
2nd-level Evocation

Casting Time: 1 action
Range: Touch
Components: V, S
Duration: 1 hour

You touch a surface, a creature or item. It is immediately covered by a 1,5 feet by 1,5 feet thin layer of transparent liquid, which appears to be very dense and impervious to gravity. As soon as something comes in contact with this layer, the part of the layer which has been touched freezes and acts as a strong adhesive between the two surfaces.
Creatures stuck this way are considered restrained. They can make a Strength saving throw at the start of their turns to try and break free. On a successful save, they take 1d6 cold damage and they are no longer restrained. Objects which have been stuck to the surface can be pulled free with a successful Strength check, taking 1d6 cold damage when freed (which they may easily be immune or resistant to). If the enchanted layer has nothing more stuck on it, it returns to its liquid stage.
The layer will be destroyed if it receives 10 or more points of fire damage. It is also rendered useless by being coated in dirt, sand, flour or other dust like materials when in its liquid stage.

At higher levels. When you cast this spell using a spell slot of 3rd level or higher, for each slot level above 2nd breaking from the glue deals an additional 1d6 cold damage and the layer of glue can take an additional 5 points of fire damage before being destroyed.

RavenJovan
2016-03-06, 06:47 PM
OMG, Yus. This is all great stuffs to work with, I can use some of this right away! If I were to use some of the magic items though they'd be a bit much and my dm may not allow me to have them so soon. Thanks a bunch Ninja_Prawn

Ninja_Prawn
2016-03-06, 06:51 PM
(The whole point of the trapper is that it gives you a mechanical excuse for ludicrously trap-filled dungeons, so I'm inclined to leave that as it is.)

So yeah, the spell idea was...

Refrigerate
1st-level evocation (ritual)

Casting Time: 1 action
Range: Touch
Components: V, S
Duration: 24 hours

You touch one object or collection of objects that fits within a 5-foot cube and weighs less than 30lbs, fixing its temperature at 5°C for the spell's duration. Food and drink under the influence of this spell will not spoil, though it does not preserve corpses for the purposes of Raise Dead or similar magic.


And then, you wanted more ammo?

Blizzard Bolt
Weapon (crossbow bolt), very rare

When this bolt strikes a solid surface, be it a creature, object, wall or floor, it explodes with a wintry blast. All creatures within 20 feet of the point of impact must make a DC 17 Dexterity saving throw. They take 4d6 cold damage on a failure, or half as much on a success.


Snowflake Shuriken
Weapon (dart), uncommon

Any creature hit by one of these magical shuriken takes 1 additional point of cold damage and must make a DC 13 Constitution saving throw. On a failure, the target's speed is reduced by 10 feet until the end of its next turn.
Once it hits a target, the dart is no longer magical.

RavenJovan
2016-03-06, 07:02 PM
Winter's Glue
2nd-level Evocation

Casting Time: 1 action
Range: Touch
Components: V, S
Duration: 1 hour

You touch a surface, a creature or item. It is immediately covered by a 1,5 feet by 1,5 feet thin layer of transparent liquid, which appears to be very dense and impervious to gravity. As soon as something comes in contact with this layer, the part of the layer which has been touched freezes and acts as a strong adhesive between the two surfaces.
Creatures stuck this way are considered restrained. They can make a Strength saving throw at the start of their turns to try and break free. On a successful save, they take 1d6 cold damage and they are no longer restrained. Objects which have been stuck to the surface can be pulled free with a successful Strength check, taking 1d6 cold damage when freed (which they may easily be immune or resistant to). If the enchanted layer has nothing more stuck on it, it returns to its liquid stage.
The layer will be destroyed if it receives 10 or more points of fire damage. It is also rendered useless by being coated in dirt, sand, flour or other dust like materials when in its liquid stage.

At higher levels. When you cast this spell using a spell slot of 3rd level or higher, for each slot level above 2nd breaking from the glue deals an additional 1d6 cold damage and the layer of glue can take an additional 5 points of fire damage before being destroyed.

Wouldn't the glue spell also last longer the higher the level you cast it?

RavenJovan
2016-03-06, 07:10 PM
Refrigerate
1st-level evocation (ritual)

Casting Time: 1 action
Range: Touch
Components: V, S
Duration: 24 hours

You touch one object weighing up to 30lbs, fixing its temperature at 5°C for the spell's duration. Food and drink under the influence of this spell will not spoil, though it does not preserve corpses for the purposes of Raise Dead or similar magic.

Blizzard Bolt
Weapon (crossbow bolt), very rare

When this bolt strikes a solid surface, be it a creature, object, wall or floor, it explodes with a wintry blast. All creatures within 20 feet of the point of impact must make a DC 17 Dexterity saving throw. They take 4d6 cold damage on a failure, or half as much on a success.


Snowflake Shuriken
Weapon (dart), uncommon

Any creature hit by one of these magical shuriken takes 1 additional point of cold damage and must make a DC 13 Constitution saving throw. On a failure, the target's speed is reduced by 10 feet until the end of its next turn.
Once it hits a target, the dart is no longer magical.
Love the Spell.

I don't use crossbows but it looks great.

Would the Shuriken count towards darts for proficiency?

Ninja_Prawn
2016-03-06, 07:20 PM
Would the Shuriken count towards darts for proficiency?

That's what I meant by describing it as a 'weapon (dart)'. Rules-wise it is a dart. It has the same range, damage die, damage type and other properties. 'Shuriken' is just a name.

So, they could go well with a four-elements monk, for example.

And I figured I'd throw a bolt in there because witches get light crossbow proficiency, but you'll only be proficient in bows or longswords if you get them from a racial feature. And because of the alliteration. Mostly because of the alliteration.

RavenJovan
2016-03-06, 07:26 PM
That's what I meant by describing it as a 'weapon (dart)'. Rules-wise it is a dart. It has the same range, damage die, damage type and other properties. 'Shuriken' is just a name.

So, they could go well with a four-elements monk, for example.

And I figured I'd throw a bolt in there because witches get light crossbow proficiency, but you'll only be proficient in bows or longswords if you get them from a racial feature. And because of the alliteration. Mostly because of the alliteration.

Well in my group we can trade proficiencies for other depending on what we want, example I only have three weapon proficiencies which are, daggers, quarterstaffs, and longswords. I traded two simple weapon proficiencies for one martial one.

As for my race I'm a custom made ice genasi (made it myself with some helpful advice from a person I know on kik). She's got cold resistance, +1 to wisdom, frostbite cantrip, and ice knife when she hits lvl as racial spells.

Xaphedo
2016-03-06, 08:58 PM
(The whole point of the trapper is that it gives you a mechanical excuse for ludicrously trap-filled dungeons, so I'm inclined to leave that as it is.)

It could easily do that in its lunch break. And then proceed to pave a main road with booby traps on its way to absolutely trashing the capitol's streets. One minute per trap, needing only imporvised materials and at will? One of these kobolds could easily be the BBEG of a high level campaign. How? Even if it doesn't end up booby trapping a continent or two, it can sell its services at ridiculous rates (since it can send in trap overdose every structure ever built in a couple of hours tops) and with enough gold it can buy the best items around, an army and even better traps.

In my setting, I have "mages" (let's call them that) which can do serious magic with no daily cap. They're not OP in combat scenarios, but they completely change the setting. All I'm saying is, trappers as you wrote them are game-changing, and if everything else remains the same they'll break the setting. Unless of course you Ex Machina the fact that, for no discernable reason, no one ever exploits this almost godly skill.



So yeah, the spell idea was...


Refrigerate
1st-level evocation (ritual)

Casting Time: 1 action
Range: Touch
Components: V, S
Duration: 24 hours

You touch one object weighing up to 30lbs, fixing its temperature at 5°C for the spell's duration. Food and drink under the influence of this spell will not spoil, though it does not preserve corpses for the purposes of Raise Dead or similar magic.


That's so post 20th century, I love it.



And then, you wanted more ammo?

Yesh pleashe




Blizzard Bolt
Weapon (crossbow bolt), very rare

When this bolt strikes a solid surface, be it a creature, object, wall or floor, it explodes with a wintry blast. All creatures within 20 feet of the point of impact must make a DC 17 Dexterity saving throw. They take 4d6 cold damage on a failure, or half as much on a success.


That's genius, and very theatrical. It's a essentially a 3rd level ice knife scroll with a meaner area of effect, which also only requires a crossbow instead of having the appropriate class levels (and hence is two tiers higher). I can only think of a couple of situations where it would be worth its absurd cost, but that's also true for most magical ammo.



Snowflake Shuriken
Weapon (dart), uncommon

Any creature hit by one of these magical shuriken takes 1 additional point of cold damage and must make a DC 13 Constitution saving throw. On a failure, the target's speed is reduced by 10 feet until the end of its next turn.
Once it hits a target, the dart is no longer magical.

It's nice, but objectively underpowered. A ray of frost scroll is a common item, and since this is easier to use, it raises up one tier. That's all fine, but then why did you change the damage? It's supposed to be 1d8.



Wouldn't the glue spell also last longer the higher the level you cast it?

You're jamming more magical energy in the same ammount of time, hence the glues becomes meaner and colder. You could make it last more instead, but I don't think that duration will be what matters the most to the average caster. What about:

At higher levels. When you cast this spell using a spell slot of 3rd level or higher, for each slot level above 2nd breaking from the glue deals an additional 1d6 cold damage and the layer of glue can take an additional 5 points of fire damage before being destroyed. Alternatively, for each slot level above 2nd the spell will last longer. It will last for 8 hours at 3rd level, 24 hours at 4rd level and until destroyed at 5th level.

Xaphedo
2016-03-06, 09:50 PM
The typos I made in my last post were glorious, I regret nothing - I'm particularly proud of the "4rd" one.

I was thinking, why stop at Evocations/Transmutations?


Cold Embrace
4th-level Necromancy

Casting Time: 1 reaction, which you take when a living creature with a CR of 1 or more dies within range.
Range: 60 feet
Components: V, S
Duration: Instantaneous

The target's remaining fluids immediately freeze and burst, destroying the corpse and drastically dropping the temperature around it. Each creature in a 20-foot-radius sphere centered on that point must make a Constitution saving throw. A target takes 6d8 cold damage on a failed save, or half as much damage on a successful one.
The cold freezes all non-magical liquids in the area and the temperature temporarily drops to 5 °C in a 100-foot-radius from the destroyed corpse.

At higher levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.

Ninja_Prawn
2016-03-07, 02:17 AM
It could easily do that in its lunch break. And then proceed to pave a main road with booby traps on its way to absolutely trashing the capitol's streets. One minute per trap, needing only imporvised materials and at will? One of these kobolds could easily be the BBEG of a high level campaign. How? Even if it doesn't end up booby trapping a continent or two, it can sell its services at ridiculous rates (since it can send in trap overdose every structure ever built in a couple of hours tops) and with enough gold it can buy the best items around, an army and even better traps.

In my setting, I have "mages" (let's call them that) which can do serious magic with no daily cap. They're not OP in combat scenarios, but they completely change the setting. All I'm saying is, trappers as you wrote them are game-changing, and if everything else remains the same they'll break the setting. Unless of course you Ex Machina the fact that, for no discernable reason, no one ever exploits this almost godly skill.

I think it'd be great to use one of these as a major antagonist, though I'd probably advise creating a 'trapmaster' boss at CR 5 or 6 to lead them and design the traps. 20 HP is way anticlimactic after you've fought your way through such an epic dungeon.

I disagree that these guys would trap every road in the world. They're only CR 1; someone would kill them or something would eat them if they strayed too far from their lair.

And besides, kobolds respect their elders/masters, so normally the trappers would only trap the places they were ordered to, which would be those of strategic value to the clan.


I can only think of a couple of situations where it would be worth its absurd cost, but that's also true for most magical ammo.

Yeah. You're more likely to encounter a miniboss with a few of them in their quiver that could be stolen if you kill them quick enough, rather than buying them in a shop.


It's nice, but objectively underpowered. A ray of frost scroll is a common item, and since this is easier to use, it raises up one tier. That's all fine, but then why did you change the damage? It's supposed to be 1d8.

It's a dart. Darts are d4. That's the way of the world. My logic here is not to balance against spell scrolls (which are difficult for most people to use) but against the dart +1. Both have +1 to damage, and the snowflake trades +1 to hit for a slowing effect. Maybe that's a poor trade... I wouldn't have a problem increasing the effect to 15 feet. Note as well that you'd probably buy a pack of 5 or 10 as one uncommon item.

RavenJovan
2016-03-08, 01:02 PM
Cold Embrace
4th-level Necromancy

Casting Time: 1 reaction, which you take when a living creature with a CR of 1 or more dies within range.
Range: 60 feet
Components: V, S
Duration: Instantaneous

The target's remaining fluids immediately freeze and burst, destroying the corpse and drastically dropping the temperature around it. Each creature in a 20-foot-radius sphere centered on that point must make a Constitution saving throw. A target takes 6d8 cold damage on a failed save, or half as much damage on a successful one.
The cold freezes all non-magical liquids in the area and the temperature temporarily drops to 5 °C in a 100-foot-radius from the destroyed corpse.

At higher levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.

Love it.



In any case what about full blown ice elemental to go with the base four in CR?

Ninja_Prawn
2016-03-08, 01:32 PM
In any case what about full blown ice elemental to go with the base four in CR?

Yeah, sure. I'll throw in a few more beasts, too.

Arctic Fox
Tiny beast, unaligned
Armour Class 12
Hit Points 2 (1d4)
Speed 40 ft.


STR
DEX
CON
INT
WIS
CHA


4 (-3)
15 (+2)
11 (+0)
3 (-4)
12 (+1)
7 (-2)


Skills Perception +3, Stealth +4
Senses passive Perception 13
Languages -
Challenge 0 (10 XP)

Keen Hearing and Sight. The fox has advantage on Wisdom (Perception) checks that rely on hearing or sight.

Snow Camouflage. The fox has advantage on Dexterity (Stealth) checks made to hide in snowy terrain.

Actions
Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 piercing damage.


Ice Elemental
Large elemental, neutral
Armour Class 15 (natural armour)
Hit Points 102 (12d10 + 36)
Speed 30 ft., burrow (ice only) 30 ft.


STR
DEX
CON
INT
WIS
CHA


16 (+3)
17 (+3)
16 (+3)
6 (-2)
10 (+0)
7 (-2)


Damage Vulnerabilities fire, thunder
Damage Resistances acid, cold; bludgeoning, piercing and slashing from nonmagical weapons
Damage Immunities poison
Condition Immunities exhaustion, grappled, paralysed, petrified, poisoned, restrained, unconscious
Senses darkvision 60ft., passive Perception 10
Languages Aquan, Auran
Challenge 5 (1,800 XP)

Ice Form. The elemental always floats in water, rising at a rate of 120 feet per round if submerged. Furthermore, the elemental is not impeded by icy or snowy terrain, and it can burrow through solid ice (such as glaciers or permafrost) without disturbing the material it moves through. Any creature that starts its turn grappling or being grappled by the elemental takes 5 (1d10) cold damage and has its movement speed reduced by 10 feet for the duration of that turn.

Actions
Multiattack. The elemental makes two slam attacks.

Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) bludgeoning damage.


Snowy Owl
Tiny beast, unaligned
Armour Class 11
Hit Points 2 (1d4)
Speed 5 ft., fly 60 ft.


STR
DEX
CON
INT
WIS
CHA


3 (-4)
13 (+1)
10 (+0)
2 (-4)
13 (+1)
7 (-2)


Skills Perception +3, Stealth +3
Senses darkvision 120ft., passive Perception 13
Languages -
Challenge 0 (10 XP)

Flyby. The owl doesn't provoke opportunity attacks when it flies out of an enemy's reach.

Keen Hearing and Sight. The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight.

Snow Camouflage. The owl has advantage on Dexterity (Stealth) checks made to hide in snowy terrain.

Actions
Talons. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1 slashing damage.

RavenJovan
2016-03-08, 03:48 PM
Those are wonderful, thank you (for ice golem summoning gem what gem would it be a quartz or diamond, etc.). I was also wondering if you could do one for snow golem (think of Marshmallow from Frozen), for like a manual of golems thing. And this last request is a long shot but perhaps a variant archetype for the witch you made mine worships the queen of air and darkness (Auriel).

Ninja_Prawn
2016-03-08, 04:02 PM
Those are wonderful, thank you (for ice golem summoning gem what gem would it be a quartz or diamond, etc.). I was also wondering if you could do one for snow golem (think of Marshmallow from Frozen), for like a manual of golems thing. And this last request is a long shot but perhaps a variant archetype for the witch you made mine worships the queen of air and darkness (Auriel).

I'll see if I can figure out a golem tomorrow... what CR are you aiming for? I would imagine a snow golem would be weaker than a flesh one.

The Elemental Gem for ice should be white diamond. The phrase 'diamond dust (https://en.wikipedia.org/wiki/Diamond_dust)' alone should be enough to establish that. Plus all the other Elemental Gems are high-value stones.

And I honestly don't see what I can do with the archetype. All the aspects of it are necessary parts of the 'witch', and I can't think of any decent, fun abilities that would make it any more wintry. Adding all the ice spells to your spellbook, picking an arctic familiar (I've given you three now), summoning ice elementals and wearing lots of white should be more than enough to portray the theme. There might be room for a prestige class, but I'm not much good at writing those and, like I said, I don't have any more ideas for abilities/features. Maybe ask your DM?

RavenJovan
2016-03-08, 04:16 PM
I'll see if I can figure out a golem tomorrow... what CR are you aiming for? I would imagine a snow golem would be weaker than a flesh one.

The Elemental Gem for ice should be white diamond. The phrase 'diamond dust (https://en.wikipedia.org/wiki/Diamond_dust)' alone should be enough to establish that. Plus all the other Elemental Gems are high-value stones.

And I honestly don't see what I can do with the archetype. All the aspects of it are necessary parts of the 'witch', and I can't think of any decent, fun abilities that would make it any more wintry. Adding all the ice spells to your spellbook, picking an arctic familiar (I've given you three now), summoning ice elementals and wearing lots of white should be more than enough to portray the theme. There might be room for a prestige class, but I'm not much good at writing those and, like I said, I don't have any more ideas for abilities/features. Maybe ask your DM?

My DM is a newbie under my supervision. He wouldn't be able to do that just yet (I mean I'm only just learning the meaning of balanced myself). The snow golem might end up being as fragile as a clay one tbh, although if ice is also in its construction it'd be stronger than the clay and more stable, but not as great as the flesh.

As for the archetype I knew that was a shot in the dark, not an issue. If you know anyone good at prestige class building I'd greatly appreciate you delegating it to them (don't have to though).

Now that I think about it what about nevermelt ice? as a material how would it function?

Ninja_Prawn
2016-03-08, 04:23 PM
If you know anyone good at prestige class building I'd greatly appreciate you delegating it to them (don't have to though).

I don't really know if anyone's good at it yet. I know JNAProductions has done a few, and I'd trust DracoKnight to make something balanced if you could get him interested.


Now that I think about it what about nevermelt ice? as a material how would it function?

I'm not really familiar with the lore, but I noticed that Rimefang is made from never-melting ice (from the heart of the Abyss), so there's canon support for it being black in colour and highly toxic. Other than that, maybe it increases the power of ice-type moves by 20% (http://bulbapedia.bulbagarden.net/wiki/Type-enhancing_item#Never-Melt_Ice)?

RavenJovan
2016-03-08, 04:35 PM
I don't really know if anyone's good at it yet. I know JNAProductions has done a few, and I'd trust DracoKnight to make something balanced if you could get him interested.



I'm not really familiar with the lore, but I noticed that Rimefang is made from never-melting ice (from the heart of the Abyss), so there's canon support for it being black in colour and highly toxic. Other than that, maybe it increases the power of ice-type moves by 20% (http://bulbapedia.bulbagarden.net/wiki/Type-enhancing_item#Never-Melt_Ice)?

I'll seek those two out and see.

As for the nevermelt ice, what would you say about any in Frostfell specifically? And its hardness and durability compared to other metals used to make weapons and items? I don't mind the type from the abyss, but there out to be some in Frostfell (Oh and I caught the pokemon reference lol)

Ninja_Prawn
2016-03-08, 04:56 PM
I'll seek those two out and see.

As for the nevermelt ice, what would you say about any in Frostfell specifically? And its hardness and durability compared to other metals used to make weapons and items? I don't mind the type from the abyss, but there out to be some in Frostfell (Oh and I caught the pokemon reference lol)

For its physical properties, well, it's magical. All bets are off. Phrases like "stronger than steel", "harder than diamond" and "lighter than air" probably come up when people talk about it. In 'reality', it's probably no harder than obsidian (which is moderately hard), but it would keep its edge for longer due to being magical. Frostfell isn't exactly the cradle of civilisation; there aren't many master weaponsmiths there, and only the bravest adventurer would go there so supply is limited. I would guess that most nevermeltice artifacts are made by Frost Giants... and therefore most nevermeltice probably gets made into huge battleaxes and warhammers.

But who knows. See what your DM thinks. If you're going planeswalking, it might come up, otherwise it's probably just a background detail.

Almir
2016-03-08, 08:30 PM
http://i1350.photobucket.com/albums/p773/987chino/ezgif.com-add-text_zpsdlnkaefo.gif
These spells are very nice :) Would you mind if I added some of them to my collection (https://drive.google.com/file/d/0B7-...ew?usp=sharing (https://drive.google.com/file/d/0B7-D2abwyGv7QUxSWlg3Z1JzZTg/view?usp=sharing))?

Also, you should check out the version of snowshoes that's on this list, it's benefits are more concrete, especially since making terrain-based saves is usually up to the DM, if they happen at all.

[EDIT] There's also some pretty good ice/winter-themed spells in there somewhere, like the Ice Jet cantrip, a 5e Creeping Cold, Cold Snap, my own version of Snowshoes, Ice Axe, , Icy Rays, Chill Strike, Frost Razors, Chilling Cloud, , Ice Armor, Hailstones, Cometfall, Heat Drain (this ones a bit of a stretch for "winter" theme tbh), Icicle Blast, Deep Freeze (although this ones a little more awkwardly worded than Freezing Touch up there. Thats a fine spell), Polar Ray, and Blizzard. I like ice spells. [EDIT]

JNAProductions
2016-03-08, 08:32 PM
I'll seek those two out and see.

As for the nevermelt ice, what would you say about any in Frostfell specifically? And its hardness and durability compared to other metals used to make weapons and items? I don't mind the type from the abyss, but there out to be some in Frostfell (Oh and I caught the pokemon reference lol)

Mur? My name?

What needs you?

Almir
2016-03-08, 08:48 PM
Also, my input for the Ice Claw spell would be to make it Conjuration instead of Evocation, since its made of ice instead of Force, like bigby's hand.

Ninja_Prawn
2016-03-09, 04:53 AM
Also, my input for the Ice Claw spell would be to make it Conjuration instead of Evocation, since its made of ice instead of Force, like bigby's hand.

I wrestled with that one, but I feel the claw is an elemental effect rather than a solid summoning.

I'd rather you didn't add my spells to your list... If you want to make them available to your players, I have my own document (https://www.dropbox.com/s/r5ii4j22vebleu7/Spells%20with%20Lists.pdf?dl=0).

That said, Auril's Flower, Snowshoes, Zajimarn's Avalanche and Zajimarn's Ice Claw Prison are all from 3.5, so I don't mind if you want to do your own versions.


Mur? My name?

What needs you?

Hey, I was wondering if you might be able to help with a 'winter witch' themed prestige class. The player will be using my Witch arcane tradition, and I guess they want to make it more wintry but I'm not really sure how to approach it.

Almir
2016-03-09, 08:37 AM
I'd rather you didn't add my spells to your list... If you want to make them available to your players, I have my own document (https://www.dropbox.com/s/r5ii4j22vebleu7/Spells%20with%20Lists.pdf?dl=0).
Fair enough, I didn't know you had your own document for them, its very nice :)
Auril's Flower was one of the ones I was looking at but Freezing Touch was actually the one I was most taken with. It's very well-written.



Anyways, I was also looking at the Refrigerate spell, and thought that maybe since its main function seems to be for preserving food, it should cover a 5-foot cube instead of one object? Maybe even with the ability to expand the cube at higher slot levels.

Ninja_Prawn
2016-03-09, 08:59 AM
Anyways, I was also looking at the Refrigerate spell, and thought that maybe since its main function seems to be for preserving food, it should cover a 5-foot cube instead of one object? Maybe even with the ability to expand the cube at higher slot levels.

Yeah, that's probably better. I never was happy with it before.

RavenJovan
2016-03-09, 02:55 PM
So I looked about the interwebs and found many thing that would need reworking for 5e adaptability, those include: snow goblin, snow serpent, frost salamander, frost worm, winterspawn, ice golem, ice beast, and the archoelemental Cryonax.

Also found coldfire that is a black flame that gives off cold rather than heat (at least it lights things up); eternal ice, which is used for cooling food and drink for long distance transport or exploration in hot environments; and something referred to as frozen ideas and concepts, like literally "frozen thoughts"...well then

EDIT: I made my own translation for Frost Worm, I'll post it once I have it typed down to see what you think, I'm pretty sure it's mostly balanced, it seems its more powerful than an adult white dragon 0_0

RavenJovan
2016-03-09, 02:58 PM
http://i1350.photobucket.com/albums/p773/987chino/ezgif.com-add-text_zpsdlnkaefo.gif
These spells are very nice :) Would you mind if I added some of them to my collection (https://drive.google.com/file/d/0B7-...ew?usp=sharing (https://drive.google.com/file/d/0B7-D2abwyGv7QUxSWlg3Z1JzZTg/view?usp=sharing))?

Also, you should check out the version of snowshoes that's on this list, it's benefits are more concrete, especially since making terrain-based saves is usually up to the DM, if they happen at all.

[EDIT] There's also some pretty good ice/winter-themed spells in there somewhere, like the Ice Jet cantrip, a 5e Creeping Cold, Cold Snap, my own version of Snowshoes, Ice Axe, , Icy Rays, Chill Strike, Frost Razors, Chilling Cloud, , Ice Armor, Hailstones, Cometfall, Heat Drain (this ones a bit of a stretch for "winter" theme tbh), Icicle Blast, Deep Freeze (although this ones a little more awkwardly worded than Freezing Touch up there. Thats a fine spell), Polar Ray, and Blizzard. I like ice spells. [EDIT]

Also I downloaded that a long while back ago, they are super useful and my club and myself love them.

RavenJovan
2016-03-09, 03:02 PM
Mur? My name?

What needs you?

Yes, it would be a great help if you were to create a winter/cold/frost/(-insert cold synonym here-) witch prestige class or something of the like to connect to Ninja_Prawn's witch archetype that I can use to better flavor up my witch as a cold magic user. Your skills would be greatly appreciated.

JNAProductions
2016-03-09, 03:06 PM
Yes, it would be a great help if you were to create a winter/cold/frost/(-insert cold synonym here-) witch prestige class or something of the like to connect to Ninja_Prawn's witch archetype that I can use to better flavor up my witch as a cold magic user. Your skills would be greatly appreciated.

I cannot for the life of me find the Witch archetype you speak of. Mind linking me to it so I know what I'm working with?

Ninja_Prawn
2016-03-09, 03:11 PM
I cannot for the life of me find the Witch archetype you speak of. Mind linking me to it so I know what I'm working with?

Page 46 of this (https://www.dropbox.com/s/s3crmpfdbc5u5x5/Fey%20Creatures%20Complete.pdf?dl=0).


So I looked about the interwebs and found many thing that would need reworking for 5e adaptability, those include: snow goblin, snow serpent, frost salamander, frost worm, winterspawn, ice golem, ice beast, and the archoelemental Cryonax.

I can't brew you a whole monster manual darling, not when I'm already working on one for myself. I think this is a good opportunity for your novice DM to learn the ropes of monster design. I mean, half of these can probably be straight-up reskins of things in the MM, and the rest should be fairly simple extrapolations. They're going to need to learn this stuff sooner or later; it's one of the more frequent tasks a DM needs to do.

JNAProductions
2016-03-09, 03:22 PM
Page 46 of this (https://www.dropbox.com/s/s3crmpfdbc5u5x5/Fey%20Creatures%20Complete.pdf?dl=0).

...

HOLY CRAP, NP, YOU MAKE A LOT OF STUFF!

That's just... Damn, son! That is a lot of work!

Anyway, yes, prestige class.

Requirements
Witch's Familiar
The ability to cast 3rd level spells



Level
Feature
Spellcasting


1
Snowy Familiar
+1 Level


2
Frozen Spells
+1 Level


3
Furious Blizzard
+1 Level


4
ASI
-


5
Winter Witch
+1 Level



Snowy Familiar-At level 1, you may replace your familiar with a Frostling. This Frostling is allowed to take the Attack action, and adds your proficiency bonus to its AC and attack rolls.

Frozen Spells-At level 2, you can freeze your spells, delaying their effect. To cast a frozen spell, you must expend an additional spell slot as a bonus action (or action, if the spell requires a bonus action to cast). The spell will not take effect until a number of rounds equal to the second spell slot spent. It takes place as if cast from your original location. The spell appears as a frozen orb, waiting to be let loose.

In addition, you may change any damage type from a spell you cast to cold.

Furious Blizzard-At level 3, your spells now ignore resistance to cold damage, you gain resistance to cold damage, and you may, once per short rest, summon a blizzard. This blizzard occupies a radius 30' around you, and counts as light concealment and cover for anyone within. Everyone except you takes 3d6 cold damage at the start of their turn if they start within the blizzard or when they enter it. This blizzard requires your Concentration, and can last up to one minute.

Winter Witch-At level 5, you reach apotheosis, gaining immunity to cold damage, ignoring immunity to cold damage when casting your spells, and you may take on an icy form. It is a bonus action to switch between your regular form and your icy form. While in ice form, your AC equals 13+your Dexterity modifier, and anyone who starts their turn within 5' of you or hits you with a melee attack takes 1d6 points of cold damage.



Right, not my best work, but should do. Let me know how to improve this. And NP, feel free to edit this into the OP.

Ninja_Prawn
2016-03-09, 03:33 PM
...

HOLY CRAP, NP, YOU MAKE A LOT OF STUFF!

That's just... Damn, son! That is a lot of work!

Says Mr. Writes-Prestige-Classes-Quicker-than-I-can-Refresh-my-Browser... :smalltongue:

And it looks good to me. Frozen spells is genius, and the other parts work fine. I think my brain's gotten too full of snow to realise that 'ignore resistance/immunity to cold damage' is obvious and necessary for something like this.

RavenJovan
2016-03-09, 03:44 PM
I'm working on brewing the monsters myself(one done to be typed and critiqued by you guys), I figure this is a way for me to grow as a balanced homebrewer, I'll delegate some of them to my novice and see what he can do, he has the DMG so he ought to do fine, but to be safe I'll let him do the weaker ones to start him off.

As for the class thing I'll look at it in a sec, I have a meeting to attend so I only had enough time to brew the ice worm, then check the posts.

EDIT: But I thank you both again for your help and humoring me so much, it means a lot to little ol' me.

RavenJovan
2016-03-09, 04:15 PM
Ok, so what does ASI mean, and those +1 level in the spellcasting mean?

JNAProductions
2016-03-09, 04:16 PM
Ability Score Improvement.

+1 spellcasting level of an existing class. (In this case, +1 level to your wizard casting.) Both in spells per day and spells known.

RavenJovan
2016-03-09, 04:22 PM
Oh okay, thanks for clearing that up for me

RavenJovan
2016-03-09, 05:27 PM
Does taking the prestige class take from your ability to level in the other class due to the 20 levels limit?

Ninja_Prawn
2016-03-09, 05:39 PM
Does taking the prestige class take from your ability to level in the other class due to the 20 levels limit?

Yup. Winter Witch (or whatever we're naming the PrC) levels are instead of Witch levels, meaning you might end up as a Witch 15 / Winter Witch 5. So, in a way, it's like having two archetypes :smallsmile:

JNAProductions
2016-03-09, 05:40 PM
It works like multiclassing, basically.

RavenJovan
2016-03-09, 05:42 PM
Kays, thanks for clearing that up

RavenJovan
2016-03-09, 07:54 PM
Frost Worm
Huge, monstrosity
AC: 18 (natural armor)
HP: 161 (14d12+70)
SP: 50 ft., 30 ft. burrow 30 ft.
STR: 26 (+8) DEX: 10 (+0) CON: 20 (+5) INT: 1 (-5) WIS: 8 (-1) CHA: 4 (-3)

Saving Throws: Con +10, Wis +4
Damage Vulnerabilities: fire
Damage Immunities: cold
Senses: darkvision 60 ft., tremorsense 60 ft., passive perception 9
Languages: -
Challenge: 10 (5,900 xp)

Death Burst: When the frost worm drops to 0 hit points, it turns into ice and shatters in an explosion that deals 8 (2d8) points of cold damage and 8 (2d8) points of piercing damage to everything within 100 ft. of it if it fails a DC 18 Dexterity saving throw, taking half as much damage on a success.
Frost Tunneler: The worm can tunnel through ice and frozen earth at half its burrow speed and leaves a 5-foot-diameter tunnel in its wake.
Snow Camouflage: The worm has double proficiency when using stealth in arctic environments.

Actions

Multiattack: the worm makes two bite attacks.

Trill: the frost worm can emit a noise that forces all creatures within 100 ft. radius to make a DC 17 Wisdom saving throw or be stunned for 1d4 rounds. If a creature takes damage or is shaken violently it can repeat the saving throw. Once a creature has resisted or broken the effect it cannot be affected by that worm’s trill for 24 hours.

Bite: melee weapon attack: +13 to hit, reach 10 ft., one target. Hit: 19 (2d10+8) piercing damage plus 4 (1d8) cold damage.

Cold Breath (5-6): The worm exhales an icy blast in a 30 ft. cone. Each creature must make a DC 18 Constitution saving throw taking 54 (12d8) cold damage on a failure, or half as much damage on a successful one.


EDIT: Complete

RavenJovan
2016-03-09, 09:21 PM
ICE GOLEM
Large, Construct
Armor Class: 22
Hit Dice: 126 (12d10+60)
Speed: 30 ft.
STR: 25 (+7) DEX: 10 (+0) CON: 20 (+5) INT: 3 (-4) WIS: 11 (+0) CHA: 1 (-5)


Damage Vulnerabilities: fire
Damage Immunities: poison, psychic, cold; bludgeoning, piercing, and slashing from non-magical weapons that aren't adamantine
Condition Immunities: charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses: darkvision 120ft., passive Perception 10
Languages: understands the languages of its creator but can't speak
Challenge Rating: 11

Cold Absorption: Whenever the golem is subjected to cold damage, it takes no damage and instead regains a number of hit points equal to the lightning damage dealt.
Immutable Form: The golem is immune to any spell or effect that would alter its form.
Magic Resistance: The golem has advantage on saving throws against spells and other magical effects.
Magic Weapons: The golem's weapon attacks are magical.
Cold Aura: Any creature that begins its turn within 20 feet of the golem takes 6 (2d6) points of cold damage.
ACTIONS
Multiattack: The golem makes two slam attacks.

Slam: Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage plus 3 (1d6) cold damage.

Ice Shards: As an action, an ice golem can generate a spray of deadly ice shards from its body, dealing 6 (2d6) points of piercing damage and 3 (1d6) points of cold damage to all creatures within 10 feet. In addition, living creatures must succeed on a DC 17 Constitution saving throw or be blinded for 1d4 rounds.

Thoughts, comments, rebalancing?

JNAProductions
2016-03-09, 09:23 PM
My thoughts on the monsters: I'm no good at making monsters, so you're on your own. :P

RavenJovan
2016-03-09, 09:31 PM
My thoughts on the monsters: I'm no good at making monsters, so you're on your own. :P

You harlet :p

Ninja_Prawn
2016-03-10, 04:59 AM
Frost Worm
Huge, ______
AC: 18 (natural armor)
HP: 161 (14d12+70)
SP: 50 ft., 30 ft. burrow 30 ft.
STR: 26 (+8) DEX: 10 (+0) CON: 20 (+5) INT: 1 (-5) WIS: 8 (-1) CHA: 4 (-3)

Saving Throws: Con +10, Wis +4
Damage Vulnerabilities: fire
Damage Immunities: cold
Senses: darkvision 60 ft., tremorsense 60 ft., passive perception 9
Languages: -
Challenge: 14 (11,500 xp)

Death Burst: When the frost worm drops to 0 hit points, it turns into ice and shatters in an explosion that deals ____ points of cold damage and ____ points of piercing damage to everything within 100 ft. of it if it fails a DC 18 Dexterity saving throw, taking half as much damage on a success.
Frost Tunneler: The worm can tunnel through ice and frozen earth at half its burrow speed and leaves a 5-foot-diameter tunnel in its wake.
Snow Camouflage: The worm has double proficiency when using stealth in arctic environments.

Actions

Trill: the frost worm can emit a noise that forces all creatures within 100 ft. radius to make a DC 17 Wisdom saving throw or be stunned for 1d4 rounds. If a creature takes damage or is shaken violently it can repeat the saving throw. Once a creature has resisted or broken the effect it cannot be affected by that worm’s trill for 24 hours.

Bite: melee weapon attack: +13 to hit, reach 10 ft., one target. Hit: 19 (2d10+8) piercing damage plus 4 (1d8) cold damage.

Cold Breath (5-6): The worm exhales an icy blast in a 30 ft. cone. Each creature must make a DC 18 Constitution saving throw taking 54 (12d8) cold damage on a failure, or half as much damage on a successful one.



So other than its monster classification (monstrosity or elemental?) and the damage from the explosion I have it all done.

Let's have a look then.

To start with, it sounds like a monstrosity. I know salamanders are elementals, but this owes more to the purple worm than it does to them.

Now the CR...

Defense: 161 HP @ 18 AC. No modifiers that I can see, so that's CR 8.
Offense: 3-round DPR is (108+23+23)/3 = 154/3 = 51.3 @ DC 18. CR 9 or 10, I guess? It, um, needs multiattack, I think.

The Trill ability is nasty, but it's not worth 5 points of CR. Either drop it to CR 9, or give it mutliattack and recalculate.

RavenJovan
2016-03-10, 09:06 AM
So I gave it multiattack, what about the death damage and it's new CR?

Ninja_Prawn
2016-03-10, 09:20 AM
So I gave it multiattack, what about the death damage and it's new CR?

Ugh, I forgot about the Death Burst thing.

Okay. New offensive DPR is (200+2*Death)/3. If we target CR 10 overall, its offense needs to hit CR 12, which is 75-80 damage @ DC 18 (assuming that's fixed). So 200/3= 66.6, which means we need about 10 more over three rounds. 10*3=30 30/2=15. The death burst needs to do 15ish damage. 3d10 ought to be fine, or 4d6 if you need to split it into two damage types.

RavenJovan
2016-03-10, 09:29 AM
4d6 for both damage types?

Ninja_Prawn
2016-03-10, 09:42 AM
4d6 for both damage types?

No, split between them. It's on the low end of the damage range... 4d8 would probably be okay too.

RavenJovan
2016-03-10, 09:47 AM
So what's the final CR?

Ninja_Prawn
2016-03-10, 09:53 AM
So what's the final CR?

10 - that's what I was aiming for to come up with that number for the death burst. You don't really want a creature where the attack and defense are miles apart, especially a giant worm creature that ought to be able to take some punishment, so I though 8 defense and 12 attack for 10 overall was a good idea.

RavenJovan
2016-03-10, 12:03 PM
So if ya feel up to it what about my ice golem?

Ninja_Prawn
2016-03-10, 03:10 PM
Yes, yes, I was getting to that.


ICE GOLEM
Large, Construct
Armor Class: 22
Hit Dice: 126 (12d10+60)
Speed: 30 ft.
STR: 25 (+7) DEX: 10 (+0) CON: 20 (+5) INT: 3 (-4) WIS: 11 (+0) CHA: 1 (-5)


Damage Vulnerabilities: fire
Damage Immunities: poison, psychic, cold; bludgeoning, piercing, and slashing from non-magical weapons that aren't adamantine
Condition Immunities: charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses: darkvision 120ft., passive Perception 10
Languages: understands the languages of its creator but can't speak
Challenge Rating: 12
Cold Absorption: Whenever the golem is subjected to cold damage, it takes no damage and instead regains a number of hit points equal to the lightning damage dealt.
Immutable Form: The golem is immune to any spell or effect that would alter its form.
Magic Resistance: The golem has advantage on saving throws against spells and other magical effects.
Magic Weapons: The golem's weapon attacks are magical.

Actions
Multiattack: The golem makes two slam attacks.
Slam: Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage plus 4 (1d6) cold damage.
Ice Shards: As an action, an ice golem can generate a spray of deadly ice shards from its body, dealing 8 (2d6) points of piercing damage and 4 (1d6) points of cold damage to all creatures within 10 feet. In addition, living creatures must succeed on a DC 17 Constitution saving throw or be blinded for 1d4 rounds.


Thoughts, comments, rebalancing?

Seems reasonable, it's got all the immunities and resistances you'd expect...

Defensive CR: 126 HP @ 22 AC, plus 63 HP for damage resistances, plus 2 AC for magic resistance = CR 12.
Offensive CR: 46 @ +11 = CR 9.

Overall CR = 10.5, unless I've missed something. You should probably give it some kind of boost to get it up to 12 on the offense. Perhaps a cold aura that deals constant damage?

Oh, and your rounding is wrong. 1d6 = 3, 2d6 = 7.

RavenJovan
2016-03-10, 03:21 PM
There's the aura..not sure how strong to make it and the DC saving throws will change once I have a concrete CR....

As for my rounding I was told to always round up with odd numbers purely for people who have resistance or only take half damage for certain things, or was I told wrong?

RavenJovan
2016-03-10, 03:25 PM
Also what does a Frostling look like?

Ninja_Prawn
2016-03-10, 03:27 PM
There's the aura..not sure how strong to make it and the DC saving throws will change once I have a concrete CR....

As for my rounding I was told to always round up with odd numbers purely for people who have resistance or only take half damage for certain things, or was I told wrong?

The MM always rounds down, and it has no prejudice against odd numbers. I think the idea is that monsters aren't going to mind being weakened a bit in the rounding?


Also what does a Frostling look like?

In my head, they're like goblins with blue skin and white hair. Make of that what you will.

RavenJovan
2016-03-10, 04:15 PM
The MM always rounds down, and it has no prejudice against odd numbers. I think the idea is that monsters aren't going to mind being weakened a bit in the rounding?

Oh okay, so keep the damage at 1d6 for aura or make it higher?


In my head, they're like goblins with blue skin and white hair. Make of that what you will.

I saw them for as ice/snow versions of magmin. And with that in my head I was like take away the armor make it a natural AC then change the weapon into a claw attack and maybe add some other nifty little effect. (But that's just me)

RavenJovan
2016-03-11, 01:16 PM
I'm also posting my creations as individual posts as I complete the rough drafts of them, hope to see y'all comment on them :smallsmile:

Ninja_Prawn
2016-03-11, 01:52 PM
Oh okay, so keep the damage at 1d6 for aura or make it higher?

1d6 isn't much of a threat at this level. I'd put it at 2d6 with no save. That adds 7 to the DPR, taking it up to a comfortable CR 11 overall. I'd increase its AoE damage too... that's too low to be worth using at the moment.

RavenJovan
2016-03-11, 02:25 PM
1d6 isn't much of a threat at this level. I'd put it at 2d6 with no save. That adds 7 to the DPR, taking it up to a comfortable CR 11 overall. I'd increase its AoE damage too... that's too low to be worth using at the moment.

Changes made what do you think now?

Ninja_Prawn
2016-03-11, 02:33 PM
Changes made what do you think now?

It's fine. It's CR 11, not 12, but apart from that it's fine.

RavenJovan
2016-03-11, 02:38 PM
Fine with me, thankies <3 :smallsmile: