You thrust your hand forwards and unleash a spray of liquid air. The cold is so intense, it blisters the skin and freezes opponents in place. |
Every creature in a 5-meter cone has to make a Dexterity saving through. They take 3d6 cold damage and are chilled on a failure or half as much and are not chilled once on a success. The area of effect is covered in ice and becomes difficult terrain. |
Upcast: 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. |