Frost forms on your fingers. You push them together as though you were forming an invisible snowball and as you do, the air around your foe freezes solid around them. |
Target a creature in range. The target takes 2d6 cold damage and must succeed a Strength saving throw. On a failure, it is frozen and on a success, it is chilled. |
Upcast: Spend an additional 3 Vitality to deal an extra 1d6 cold damage. |
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. |