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Thread: The Witch of Winter (for RavenJovan)

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    Default The Witch of Winter (for RavenJovan)

    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)
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    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
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    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
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    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 įC 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 donít 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 spellís 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 5įC 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 waveís 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 spellís 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 doesnít 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
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    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.
    Last edited by Ninja_Prawn; 2016-05-15 at 11:40 AM.
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