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Items

Cape Of The Frost Mage Sweet Brew


Wondrous Item, Uncommon (requires attunement by a Potion, Uncommon
spellcaster) This deep purple potion was brewed from the juice of
This indigo cape is lined with silver and provides a nice wild berries and is always comfortably warm to drink, no
cozy warmth to the wearer, albeit feeling cold to the touch matter the temperature. When you drink the potion, you
to anyone else. While wearing the cape, you have are immune to the Frozen condition for 1 hour, and if you
resistance to cold damage and are immune to the frozen are already Frozen the condition immediately ends for
condition. you.
In addition, you can empower your cold spells to weaken
and inhibit your enemies. When you deal cold damage, Fangs Of Frost
you can reroll any 1s on the damage die, and if you crit Weapon (dagger), rare (requires attunement)
with a spell that deals cold damage or a creature rolls a The blades of these twin daggers are perpetually
natural 1 on a save against a spell that deals cold damage, encrusted with ice, which rapidly frosts over when you try
the creature is frozen until the end of your next turn. to clean it off. A creature hit by the daggers takes an extra
1d4 cold damage, and when you crit with the daggers, the
target's movement speed is reduced by 5 feet.
Condition: Frozen In addition, the ice encrusting the daggers is easily
The Frozen condition is a new homebrew removed and flies off with a large impact. When you throw
condition created for this document. Often a dagger at a creature and hit, you can choose to have the
encountered in colder biomes, it inhibits your daggers instantly launch the ice, replicating the effects of a
speed and ability at its tamest, but is known 2nd level ice knife spell. Once you use this property of the
to outright kill anyone exposed to it for too daggers, you can't again until you finish a long rest.
long.
While Frozen, you suffer from the following Winter's Touch
effects: Weapon (longbow), rare (requires attunement)
The string of this bow is formed of meltwater, which
Your movement speed is halved. expands and freezes into icicles when you make an attack
You have disadvantage on attacks of with it. A creature hit by the bow takes an extra 1d8 cold
opportunity.
damage.
For every minute you are Frozen, you gain
In addition, the icicles shot by this bow carry a residual
one level of exhaustion. All layers
cold that is released on a powerful strike. When you crit
exhaustion gained in this way are removed
with the bow, the target and each creature of your choice
once you're no longer Frozen.
within 15 feet of it must succeed on a DC15 Constitution
The Frozen condition can be removed by a saving throw or take 1d8 cold damage and be frozen until
lesser restoration spell or similar effect, or by the end of your next turn.
taking fire damage.
Frostplate
Armor (half-plate or plate), rare
Wand Of The Frost Mage This armor is crafted from pure, solid ice, but yet never
feels uncomfortable or cold to the wearer. While wearing
Wondrous Item, Rare (Requires Attunement)
this armor, you have resistance to cold damage and
This blue wand is carved with snowflake motifs along its
immunity to the Frozen condition.
shaft, and is tipped with an ice burst enchanted to never
melt. The wand has 7 charges, and regains 1d6 + 1 charges In addition, the armor constantly emits an aura of chill
daily at dawn. While wielding the wand, you can expend a and frost. If a hostile creature starts its turn within 10 feet
of you, you can use your reaction to force it to make a
charge to cast ice knife as an action.
Constitution saving throw. On a failure, its movement
In addition, the wand grants you use of some of the
speed is halved until the end of its next turn, and on its
magic utilized by frost mages. As an action, you can
next turn it can only make one attack. If you're an 18th
expend three charges from the wand to summon a large
level paladin, the range of this aura increases to 30 feet.
ice block above a 10 foot cube, which then falls. A creature
in the cube must succeed on a Dexterity saving throw or
take 1d8 bludgeoning damage and 3d8 cold damage, as
well as be stunned until the end of their next turn.
If you expend the wand's last charge, roll a d20. On a 1,
the ice burst at the tip of the wand grows to encase it,
turning the wand into a nonmagical icicle.
The Cult Of Creeping Frost
In the deepest polar regions of the world, far beyond In The Cult of Creeping Frost, there are two recognized
groups. Frost Mages, which populate most of the ranks,
civilization would ever stretch to encompass, resides a
are the "grunts" of the cult. They stand guard, cook food,
sinister force that calls themselves The Cult Of Creeping
Frost. Banished from civilization years ago, this group of hunt for supplies, etc. The Rimebound, which are far more
about 100 various evokers and abjurers has since devoted experienced in their casting capability, are the ones who
their lives to releasing Levistus onto the Material Plane and physically communicate with Levistus and employ his
bidding. The cult is also not above trapping the strays and
engulfing the world in an endless winter.
ice mephits in their area, using them for a touch of added
security.

Stray Damage Immunities Cold


Medium Undead, Unaligned Senses Passive Perception 9
Languages Understands Common but cannot
speak.
Armor Class 10 Challenge 1/2 (100 xp)
Hit Points 19 (3d10 + 3)
Speed 25ft Actions
Frost Bow. +5 to hit, range 80/320, one target. Hit:
STR DEX CON INT WIS CHA 1d6 + 3 piercing damage, and the target must
succeed on a DC11 Constitution saving throw or
8 (-1) 16 (+3) 12 (+1) 8 (-1) 8 (-1) 6 (-2)
be frozen until the end of its next turn.

Damage Vulnerabilities Bludgeoning

Frost Mage
Medium Humanoid (any race), Any Evil Alignment Spellcasting. The Frost Mage is an 11th level
spellcaster. Its spellcasting ability is Intelligence
(spell save DC 14, +6 to hit with spell attacks). The
Armor Class 12 Frost Mage has the following spells prepared:
Hit Points 38 (5d8 + 10)
Speed 30ft Cantrips (at will) Frostbite, Message, Ray Of Frost,
Toll The Dead
1st level (4 slots) Armor Of Agathys, Ice Knife, Fog
STR DEX CON INT WIS CHA Cloud
10 (+0) 12 (+2) 14 (+2) 16 (+3) 12 (+1) 10 (+0)
2nd level (3 slots) Hold Person, Rime's Binding Ice
Saving Throws Intelligence +6, Wisdom +4 3rd level (2 slots) Counterspell, Slow
Skills Arcana +6 Actions
Damage Resistances Cold
Condition Immunities Frozen Ray Of Frost. Ranged Spell Attack: +8 to hit, 60ft,
Senses Passive Perception 11 one target. Hit: 3d8 cold damage, and the target's
Languages Common, Infernal, any one language movement speed is reduced by 10 until the start
Challenge 2 (300 xp) of the Frost Mage's next turn.
Frost Mage Rimebound 2nd level (3 slots) Hold Person, Rime's Binding Ice,
Medium Humanoid (any race), Any Alignment Snilloc's Snowball Swarm
3rd level (3 slots) Counterspell, Dispel Magic, Sleet
Armor Class 14 (padded leather) Storm, Slow
Hit Points 80 (11d8 + 22) 4th level (3 slots) Ice Storm
Speed 30ft
5th level (2 slots) Cone Of Cold
6th level (1 slot) Investiture Of Ice, Wall Of Ice,
STR DEX CON INT WIS CHA Otiluke's Freezing Sphere
10 (+0) 16 (+3) 15 (+2) 18 (+4) 14 (+2) 12 (+1)
Actions
Saving Throws Intelligence +8, Wisdom +6 Ray Of Frost. Ranged Spell Attack: +8 to hit, 60ft,
Skills Arcana +8, Investigation +8 one target. Hit: 3d8 cold damage, and the target's
Damage Resistances Fire movement speed is reduced by 10 until the start
Damage Immunities Cold of the Frost Mage's next turn.
Condition Immunities Frozen
Senses Passive Perception 12 Block Of Ice (recharge 5-6). The Frost Mage
Languages Common, any two languages condenses and freezes the moisture in the air
Challenge 6 (2,300 xp) above a 15 foot cube it can see within 60 feet,
turning it into a large block of ice. The ice block
then falls, and each creature in the area where it
Spellcasting. The Frost Mage is an 11th level falls must succeed on a Dexterity saving throw,
spellcaster. Its spellcasting ability is Intelligence taking 2d6 bludgeoning damage and 4d6 cold
(spell save DC 16, +8 to hit with spell attacks). The damage on a failure, or half as much on a success.
Frost Mage has the following spells prepared: In addition, a creature that failed the saving throw
Cantrips (at will) Chill Touch, Frostbite, Message, is stunned until the end of their next turn.
Ray Of Frost, Toll The Dead
1st level (4 slots) Armor Of Agathys, Ice Knife, Fog
Cloud
 
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