You pull back your arms, gathering white mist as you do. As you thrust them forward, a storm of white particles and mist streams away from you, and falls down over an area, blanketing it in a thick layer of chilling snow. |
Choose a 10-meter radius no more than 20 meters away. You unleash a stream of dry ice snow that flies in an arc and blankets the chosen area. The area becomes difficult terrain. A creature that ends its turn in the snow takes 1d6 cold damage and is chilled. The snow sublimates and disappears after 1 minute. |
Upcast: Spend an additional 1 Vitality to increase the radius of the snow 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. |