Cold Front

Vitality Cost

5

Casting Time

1 Action

Requires

Somatic

Range

10-Meter Cone

Duration

Instant/ 1 Minute

Attack/Save

Dex Save
You unleash a wave of super-cooled air that causes jagged ice crystals to form on whatever it touches. These needle-like icicles point away from you, ready to impale those who trip on the now frozen ground.
Any creature in a 10-meter cone must succeed a Dexterity saving throw. On a failed save, a creature takes 2d6 cold damage, is chilled, and falls prone (taking the piercing damage described below). On a successful save, a creature takes half as much cold damage, is not chilled, and does not fall prone.
The area of effect becomes difficult terrain. Any creature that moves through it must succeed a Dexterity saving throw against your Spell Save DC, or fall prone. A creature only has to make this saving throw once per turn. Any creature that falls prone on affected ground or is forcefully moved into or onto an affected surface takes an additional 1d8 piercing damage. The ice lasts for 1 minute before it sublimates and disappears.
Upcast: You may spend an additional 2 Vitality to increase the damage dealt by 1d6 cold damage and the size of the cone by 1 meter.
Chilled. A chilled creature has its movement speed halved and has disadvantage on checks to resist cold weather. If a chilled creature would be chilled again, it is frozen instead (see the condition). Taking a short or long rest removes the chilled condition.
Frozen. A frozen creature is encased in a shell of ice. The creature is incapacitated (It can’t take Actions or Reactions) and can’t move or speak.
-Attack Rolls against the creature have advantage.
-The creature automatically fails Dexterity Saving Throws.
-The creature has Resistance to all damage.
-Taking fire damage ends the condition.
At the start of its turn, a frozen creature may attempt a DC 10 Strength saving throw, ending the condition on a success.
Prone. A prone creature moves by crawling at half speed, has disadvantage on attack rolls and an attack roll against the creature has advantage if the attacker is within 1 meter of the creature. Otherwise, the Attack roll has disadvantage.
A creature can end the condition by using half its movement, or its bonus action, to stand up.

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