Ice Lancer
A human, clad in breastplate, thrusts a halberd toward a charging horseman. The man’s eyes widen, but he has too much momentum now. Her weapon impales him, lifting him off the horse which continues on its way. She slides her dying enemy off her halberd, then charges at the other horsemen speeding toward her.
A blue dragonborn, holding an icicle that won’t melt despite the sweltering desert heat, summons a vicious storm of ice upon the two giant scorpions raising their tails to sting. He smiles as the hostile creatures shriek in fear. They weren’t expecting that.
A half-orc hikes along an icy mountain trail. She knows this region well. On a precipice below her, bandits have a hostage woman bound and gagged. The half-orc narrows her eyes. She will have to spill blood in this snow.
Whatever region or cause they find themselves in, ice lancers bring their polearms and cryomancy to bear against their foes. Whether they are steeped in the traditions of their namesake, or out to explore the far reaches of the earth, they are powerful warriors and magic users who have had much training in a unique style of battle.
Legacy of a Forgotten World
Ice lancers once belonged to a powerful and well-known nation all their own with a distinct culture. Generations have passed, and only memories of this cultural legacy remains, but it is very important to those that still train in the Way of the North. There are four legions of ice lancers, and each takes a different tactical and cultural approach to following the heritage of an all-but forgotten culture.
A Life of Action
Those who seek training as ice lancers do not always come from the Northern regions, neither do those that provide it. The followers of this discipline have been scattered across the land, but there are many reasons to seek out such a way of life. Some do it to protect their homeland, some hope to become mercenaries, others find meaning and camaraderie in the unique culture, but all are subscribing themselves to a life of danger.
Ice Lancer
| Level | Proficiency Bonus | Features | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th | 5th | 6th |
|---|---|---|---|---|---|---|---|---|---|---|
| 1st | +2 | Boreal Protection, Warrior of Winter, Spellcasting | 2 | 0 | — | — | — | — | — | — |
| 2nd | +2 | Nordic Legion | 2 | 2 | 2 | — | — | — | — | — |
| 3rd | +2 | Mead Bearer | 2 | 2 | 3 | — | — | — | — | — |
| 4th | +2 | Ability Score improvement | 2 | 2 | 3 | — | — | — | — | — |
| 5th | +3 | Extra Attack | 2 | 4 | 3 | 2 | — | — | — | — |
| 6th | +3 | Warrior of Winter improvement, Nordic Legion feature | 3 | 4 | 4 | 2 | — | — | — | — |
| 7th | +3 | Nordic Legion feature | 3 | 5 | 4 | 2 | — | — | — | — |
| 8th | +3 | Ability Score improvement | 3 | 6 | 4 | 3 | 2 | — | — | — |
| 9th | +4 | ─ | 3 | 7 | 4 | 3 | 2 | — | — | — |
| 10th | +4 | Warrior of Winter improvement | 3 | 7 | 4 | 3 | 2 | — | — | — |
| 11th | +4 | Ancestral Augmentation, Nordic Legion feature | 4 | 8 | 4 | 3 | 2 | 1 | — | — |
| 12th | +4 | Ability Score improvement | 4 | 9 | 4 | 3 | 2 | 2 | — | — |
| 13th | +5 | ─ | 4 | 10 | 4 | 3 | 3 | 2 | — | — |
| 14th | +5 | Nordic Legion feature | 4 | 11 | 4 | 3 | 3 | 2 | 1 | — |
| 15th | +5 | Warrior of Winter Improvement | 4 | 12 | 5 | 4 | 3 | 2 | 1 | — |
| 16th | +5 | Ability Score improvement | 5 | 12 | 5 | 4 | 3 | 2 | 2 | — |
| 17th | +6 | Trail of Frost | 5 | 13 | 5 | 4 | 3 | 3 | 2 | 1 |
| 18th | +6 | Nordic Legion feature | 5 | 13 | 5 | 4 | 4 | 3 | 2 | 1 |
| 19th | +6 | Ability Score improvement, Trail of Frost improvement | 5 | 14 | 5 | 4 | 4 | 3 | 2 | 2 |
| 20th | +6 | Champion of the North | 5 | 14 | 5 | 5 | 4 | 3 | 2 | 2 |
Creating an Ice Lancer
The most important aspect of an ice lancer character is their connection to the Way of the North. Are they perhaps a descendent of the forgotten culture, are they an amnesiac seeking a sense of belonging, are they on a path of vengeance and looking for a means to make themselves strong, are they hoping to enrich themselves through their abilities, or were they recruited for reasons unknown to them to be trained in the mountains? For these reasons and many more one may become an Ice Lancer, but it is not a way of life chosen lightly or half-heartedly.
Ice lancers tend to be protectors, and as such rarely find themselves in the Evil alignment. Even those who are in it for themselves usually maintain a sense of honor and integrity in regards to those around them. They can also be mischievous and debaucherous, as drinking and social games are actually a part of their training.
Quick Build
You can make an ice lancer quickly by following these suggestions. First, Strength should be your highest ability score, followed by Intelligence. Second, choose the Outlander background.
Class Features
As an ice lancer, you gain the following class features.
Hit Points
- Hit Dice: 1d8 per ice lancer level
- Hit Points at 1st Level: 8 + your Constitution modifier
- Hit Points at Higher Levels: 1d8 + your Constitution modifier per ice lancer level after 1st
Proficiencies
- Armor: Light armor, Medium armor
- Weapons: Reach weapons, spears, javelins, tridents, shortbows
- Tools: One musical instrument of your choice
- Saving Throws: Constitution, Intelligence
- Skills: Choose two skills from Acrobatics, Arcana, Athletics, History, Intimidation, Perception, Performance, and Survival
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a halberd or (b) a glaive or (c) a pike
- (a) half plate or (b) breastplate
- (a) two spears or (b) a shortbow and twenty arrows
- (a) a component pouch or (b) a cryomantic focus
- (a) a dungeoneer's pack or (b) an explorer's pack
- one musical instrument of your choice
Boreal Protection
Starting at 1st level, you have advantage on Strength and Dexterity saving throws in arctic terrain and any saving throw against cold damage.
Warrior of Winter
Whenever you make a successful attack with a Reach weapon, add 1d4 cold damage to the attack.
The cold damage increases to 1d6 at 6th level, to 1d8 at 10th level, and to 1d10 at 15th level.
Spellcasting
Channeling your inner connection to winter through the Way of the North, you are able to cast spells. Your spellcasting ability is Intelligence. You may use a cryomantic focus in place of components if you wish.
Spell Save DC
Spell attack modifier
Cantrips
At 1st Level, you know two cantrips of your choice from the ice lancer spell list. You learn additional ice lancer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Ice Lancer table.
Spell Slots
The ice lancer table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
Learning Spells
Learning a new spell requires one hour of meditation and reading per spell level (cantrips require a half hour). The ice lancer table shows how many spells you can know at each level, and each time you learn a new spell it must be of a level for which you have spell slots. Separately, it shows the number of cantrips known at each level, which can be cast at will and do not require spell slots.
Nordic Legion
At 2nd level, you choose a nordic legion to join. This helps shape your character and determines the features you gain at 6th, 7th, 11th, 14th, and 18th levels.
Mead Bearer
At 3rd level, you are able to use potions more effectively. If a dice roll is required, add one extra die to the total. If it is a duration potion, the duration increases to 1.5x its original total.
Additionally, you have advantage on saving throws against any intoxicating or debilitating effects from alcoholic beverages.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Ancestral Augmentation
At 11th level, drawing on the capabilites of your cultural predecessors, you gain the ability to use the Ancestral Augmentation feature once per long rest, which enhances your capabilities for a short time. The details of this feature are determined by your nordic legion.
Trail of Frost
Starting at 17th level, whenever you are engaged in combat, you leave a trail of frost behind you that remains for six seconds and makes the path difficult terrain to all creatures but you. Whenever you move, the trail follows your exact path. A new trail is created each time it is your turn in the initiative order, and the old one disappears.
Creatures who pass through the trail must make a Dexterity saving throw equal to 8 + your Constitution modifier + your proficiency bonus or be knocked Prone.
At 19th level, creatures who pass through also take 1d6 cold damage or half that on a successful save.
Champion of the North
At 20th level, you have immunity to cold damage, and you deal an additional 1d12 of cold damage with any attack that inflicts cold damage.
Any critical hit also adds 1d12 cold damage, which stacks with the previous effect.
Your AC increases by 1 in arctic terrain and you have advantage on ability checks in arctic terrain.
Nordic Legions
Legion of the Conquerors
You follow the traditions of the formidable Legion of Conquerors, honing your skills with a focus on heritage, mounted combat, and resilience in battle. The Conquerors were the most aggressive of the ice lancers of old, and this legion holds particular draw to soldiers and mercenaries, as well as storytellers. In times of old, the Conquerors once spread their influence across much of the known world, and though they have since lost this renown, their grand ambitions remain.
Tradition of Lore
At 2nd level, you gain an additional skill proficiency in one of the following skills of your choice: Arcana, History, Medicine, Performance, or Religion.
At 11th level, you gain one more proficiency from the above list.
Heritage of Victory
Starting at 2nd level, twice per day, you can draw on the spiritual power of your predecessors to increase the damage of a successful melee attack to 1.5x its original total. Half of the damage becomes radiant. If the attack was also a critical hit, calculate the critical hit and Heritage of Victory bonuses separately. You regain expended uses of this ability after finishing a long rest.
At 14th level, the damage increases to 2x the attack’s original total, and you can now use the ability three times per day.
Soldier’s Mount
Starting at 6th level, you gain a mount that also serves as an animal companion. The mount can be a camel, donkey, giant cat, horse, mastiff, moose, mule, reindeer, or anything else permitted by your DM that is at least one size larger than you. You must find or purchase the animal on your own, but you develop an immediate bond with it. You can give it commands during role play or on its turn. You have advantage on any Animal Handling checks involving your mount.
When mounted, you have advantage on melee attack rolls against enemies, and your movement speed becomes that of your mount plus an additional 5 ft.
At 18th level, you score a critical hit with an 18-20 with attacks from your mount and gain another five feet of movement speed while mounted.
Hero’s Resilience
Starting at 7th level, whenever you suffer damage from a critical hit of any kind, you may reduce the damage received by rolling a d8 and subtracting the resulting number.
Ancestral Augmentation - Sovereignty
At 11th level, you gain the ability to use this feature once per long rest. As an action, use this feature to draw upon the power of your spiritual predecessors to increase your combat capabilities. You are surrounded by majestic silver light, and for the next minute, you gain an additional 1d8 of attack and spell damage for each creature within 90 feet of you. This total may change as creatures enter or leave range.
You regain the use of this feature after finishing a long rest.
Legion of the Corsairs
The Legion of the Corsairs once sailed the seas, making their living off the icy waters and the hostile inhabitants of the islands they came across. Though this Legion does not officially condone piracy, they do tend to attract pirates, though plenty of honest sailors, explorers, and fisherman have joined their ranks. Those who join this legion tend to be nomadic in nature, as the idea of a stationary home becomes a difficult one to manage with their lifestyle.
Nautical Expertise
Starting at 2nd level, you become proficient with all water vehicles. Additionally, you cannot get lost in such bodies of water, or in coastal terrain.
You also have advantage on all ability checks related to knots.
At 11th level, you also have advantage on attack rolls and ability checks in or over bodies of water deeper than 30 feet.
Harpooner
Starting at 2nd level, all two-handed Reach weapons can be thrown, resulting in a 1d2 reduction in damage. The range on these weapons becomes 30 ft, though they can be thrown up to 70 ft. with disadvantage.
Such ranged attacks that succeed cause the weapon to be lodged in the target creature, and it takes 1d2 piercing damage each turn it remains. Any creature can use its action to remove the weapon. If an Ice Lancer removes it, they can attack any creature within range with that same weapon using a bonus action.
Starting at 7th level, there is no reduction in damage for
for thrown two-handed Reach weapons.
Pillage
Starting at 6th level, at the end of every combat encounter, roll a d20. On a 20, the DM must add either a very rare item to the already planned loot, or an equivalent value in gold.
At 18th level, the rarity increases to legendary, and the roll is considered a success on an 18-20.
Ancestral Augmentation - Runestone
At 11th level, you gain the ability to use this feature once per long rest. As an action, use this feature to draw upon the power of your spiritual predecessors to increase your communication and knowledge capabilities. Ancient runes glow blue and white on your skin, and for the next 30 minutes, you can speak, read, write, and comprehend any language as if it was your own. Additionally, you have advantage on Insight and Religion checks while this is active.
You regain the use of this feature after finishing a long rest.
Shark-Like
Starting at 14th level, your movement speed while in water deeper than 4 feet increases by 5 feet. Additionally, you have advantage on Stealth checks made in water deeper than 4 feet, and a successful attack roll after a successful Stealth check adds a damage bonus of 1d10 + your Dexterity modifier. It inflicts the same damage type as the base attack.
Legion of the Mountaineers
Among the snowy peaks of the highest mountains, the Legion of Mountaineers established a way of life that seemed to defy the terror and majesty of nature. They were avid explorers, often digging mines in some of the most treacherous places. Due to this, they were often rich, and had to defend their lofty territories from raiding parties. Though their prestige and power is not what it once was, this Legion still prizes athleticism and curiosity, and they make great defenders. Those seeking physical challenges or looking to protect their homeland from invaders are often drawn here.
Alpinist
Starting at 2nd level, you have advantage on attack rolls and saving throws in mountain terrain. You also have advantage on all ability and skill checks related to climbing or hiking.
Your climb speed increases by 5 feet.
At 11th level, your climb speed increases by another 5 feet.
Sure Foot
Starting at 2nd level, you have advantage on saving throws against being knocked Prone.
Starting at 14th level, you gain an additional 5 feet of movement in difficult terrain.
Death from Above
At 6th level, if you are on terrain or an object that is at least five feet higher than the target, you can use your action to make a melee attack with one of your weapons at a creature within jumping distance. If the attack lands, you add 1d4 bludgeoning damage to the damage total.
At 18th level, your jump distance when using this action is increased to 1.5x its original total. If the attack lands, you now add 1d8 bludgeoning damage. You now score a critical hit
with this action with a natural 19 or 20.
Monster Climber
At 7th level, you can use your Movement to climb creatures that are at least one size larger than you. If you attack after having climbed a creature, you may add a d4 to your attack roll, and you deal a critical hit with a natural 19 or 20.
The creature can use its action to shake you off by making a Strength check. The DC for this check is 8 + your Dexterity modifier + your proficiency bonus. If it succeeds, you are thrown free and take any necessary fall damage.
You can climb off the creature using your movement, or you can use Death from Above to simultaneously dismount and attack another creature.
Ancestral Augmentation - Adrenaline
At 11th level, you gain the ability to use this feature once per long rest. As an action, use this feature to draw upon the power of your spiritual predecessors to increase your physical capabilities. Your eyes glow blue, and for the next minute, your movement speed is increased by 5 feet, and you gain +1 to Strength, Dexterity, and Constitution.
You regain the use of this feature after finishing a long rest.
Legion of the Valkyries
In a mostly forgotten era, the Valkyries were once the most renowned and fiercest warriors, though they were also known for their generosity and good nature. Following the old traditions, this Legion is composed only of women, as they seek to provide protection and aid to an oft-oppressed gender and cultivate an environment where the women they help can feel safe. In Valkyrie culture, men tend to be artisans, merchants, farmers, and the like, while the women protect and go to war. This Legion can draw many types of women seeking camaraderie and a path to strength and helping others, though it does occasionally attract the more violent and ambitious women bent on revenge.
Shield Wall
At 2nd level, you gain proficiency with Shields, and you can now wield two-handed Reach weapons as single handed when using a shield, resulting in a 1d2 reduction to the weapon’s damage die.
At 11th level, two-handed Reach weapons suffer no damage reduction when being wielded one-handed with a shield.
Feminine Fellowship
Starting at 2nd level, you have advantage on all Charisma-based ability and skill checks with female creatures.
Starting at 14th level, non-hostile female creatures within 20 feet of you have advantage on Dexterity and Strength saving throws.
Shield Bash
Starting at 6th level, when wielding a shield, if a creature fails any kind of melee attack roll against you, you can use your reaction to retaliate with your shield, automatically succeeding. The damage of this attack is equal to 1d4 + your Strength modifier + your Proficiency bonus.
At 18th level, the base damage die of this attack increases to 1d10 and the target must succeed on a Dexterity saving throw (Save DC = 8 + your Strength modifier + your
Proficiency bonus) or be pushed back 5 feet and knocked Prone.
Wings of Valhalla
At 7th level, as a bonus action, you can grow lustrous, ethereal wings at will, and you gain a Fly speed equal to your movement speed + 10 feet.
If you succeed on a melee attack after making a Flying movement of 10 feet or more, you add 1d4 bludgeoning damage to the damage total.
These wings shed bright light in a 5 foot radius and dim light in a 15 foot radius. The wings remain for up to 30 minutes, and you must wait 1 hour before growing them again.
If you are of a race that already has a fly speed, growing these wings increases your fly speed by 10 feet while they are active.
Ancestral Augmentation - Judgment
At 11th level, you gain the ability to use this feature once per long rest. As an action in combat, use this feature to draw upon the power of your spiritual predecessors to change the outcome of battle. Ghostly ravens surround you, and you may choose one creature who has died or been knocked unconscious to become stable, while choosing another creature to become marked for death. This other creature loses 1/5 of its remaining HP, and for the next minute, it has disadvantage on saving throws and any attack rolls against it have advantage.
You regain the use of this feature after finishing a long rest.
Class-Exclusive Spells
Manipulate Ice
Transmutation cantrip
- Casting Time: 1 action
- Range: 30 feet
- Components: S
- Duration: Instantaneous
You choose an area of ice (or snow) that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
• You cause the ice to form into simple shapes and animate at your direction. This change lasts for 1 hour.
• You change the ice’s color or opacity. The ice must be changed in the same way throughout. This change lasts for 1 hour.
• You melt the ice. The water refreezes in 1 hour.
• You can change ice into snow or slush and vise versa, and you can alter its consistency in any one of these forms. Any changes you make last for 1 hour.
Create or Destroy Ice
1st-level transmutation
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S, M
- Duration: Instantaneous
You either create or destroy ice.
Create Ice. You create up to 2 cubic feet of ice within range in any shape you desire. Alternatively, the ice can fall as snow in a 30-foot cube within range.
Destroy Ice. You destroy up to 2 cubic feet of ice within range. Alternatively, you destroy snow in a 30-foot cube within range.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you create or destroy 2 additional cubic feet of ice, or the size of the cube increases by 5 feet, for each slot level above 1st.
Hypothermia
1st-level necromancy
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Instantaneous
You drain the heat from a target creature’s body, and it must make a Constitution saving throw. On a failed save, it takes 2d8 cold damage and suffers level 3 Exhaustion until the end of your next turn. On a successful save, it takes half damage and suffers level 1 Exhaustion.
Ice Glide
1st-level transmutation
- Casting Time: 1 reaction
- Range: Self
- Components: V
- Duration: 1 minute
While falling, you can cast this spell as a reaction to create icy energy for you to safely glide down on. You can control the
speed and direction of your descent, and take no fall damage (provided you reach the ground before the minute is up).
Winter Smite
1st-level evocation
- Casting Time: 1 bonus action
- Range: Self
- Components: V
- Duration: Concentration, up to 1 minute
The next time you hit a creature with a melee weapon attack during the spell’s duration, your weapon glows with icy energy, and the attack deals an extra 1d10 cold damage to the target.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage dealt by the attack increases by 1d10 for each slot.
Aurora
2nd-level conjuration
- Casting Time: 1 action
- Range: 100 feet
- Components: V, S, M
- Duration: Concentration, up to 1 minute
You create a dazzling aurora in the sky of shifting green, blue, and violet light. All creatures within a 100 foot radius must make a Charisma saving throw. On a failed save, they are entranced by the aurora and cannot take any actions on their turn except to make another Charisma save to end the spell’s effect. They may still use reactions. On a successful save, they are unaffected.
Blizzard Aura
2nd-level abjuration
- Casting Time: 1 action
- Range: Self
- Components: V, S
- Duration: Concentration, up to 1 minute
You create an aura of swirling snow, ice, and wind around yourself. All creatures have disadvantage on ranged attacks against you. Any creature that gets within 5 feet of you takes 2d6 cold damage.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot.
Short Autumn
2nd-level transmutation
- Casting Time: 1 action
- Range: 150 feet
- Components: V, S
- Duration: Instantaneous
This spell channels the power of winter within a specific area.
Choose a point within range. All normal plants in a 100-foot radius centered on that point freeze and die.
Ice Spikes
3rd-level transmutation
- Casting Time: 1 action
- Range: 150 feet
- Components: V, S, M
- Duration: Concentration, up to 10 minutes
The ground in a 20-foot radius centered on a point within range becomes icy and sprouts ice spikes. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes 2d4 piercing damage and 2d4 cold damage for every 5 feet it travels.
Ice Warp
3rd-level conjuration
- Casting Time: 1 action
- Range: 120 feet
- Components: V
- Duration: Instantaneous
You teleport yourself to an unoccupied space you can see within range, leaving an ice sculpture copy of you behind exactly where you stood. When you cast this spell or on any turn thereafter, you may use your bonus action to shatter the ice duplicate. Any creature within a 10 foot radius of the duplicate must make a Dexterity saving throw, taking 3d8 cold and 1d4 piercing damage on a failed save, or half as much damage on a successful one.
At Higher Levels. When you cast this spell using a slot of 4th level or higher, the cold damage increases by 1d8 for each level above 3rd, and the piercing damage increases by 1d4 for each level above 3rd.
Snowblind
3rd-level evocation
- Casting Time: 1 action
- Range: 50 feet
- Components: V, S
- Duration: Instantaneous
A lash of brilliantly glowing snow whips toward a target.
Make a ranged spell attack against the target. On a hit, the target takes 3d8 cold damage and 1d8 radiant damage and must make a Constitution saving throw. On a successful save, the target sustains no other effects. On a failed save, the target is blinded. It can make another Constitution saving throw at the end of each of its turns, recovering from the blindness on a successful save.
Flash Freeze
4th-level evocation
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S, M
- Duration: Instantaneous
Icy energy blasts toward foes in a 5 x 30 foot line. Each creature caught in the blast must make a Constitution saving throw. They take 7d8 cold damage on a failed save, or half as much damage on a successful one. Additionally, creatures who fail the save cannot use reactions until the end of your next turn.
Fan of Ice
5th-level evocation
- Casting Time: 1 action
- Range: 90 feet
- Components: V, S, M
- Duration: Instantaneous
You send out a fan of ice shards. Choose up to eight creatures that you can see within range. Make a ranged spell attack. Each creature that is hit takes 6d8 cold damage and 1d8 piercing damage.
Freeze Blood
5th-level necromancy
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S
- Duration: 1 minute
Icy energy springs from your fingertips toward a creature within range, freezing the creature's blood within its veins. The creature must make a Constitution saving throw. On a failed save, it takes 9d8 cold damage, its movement speed is halved for the duration, and it has disadvantage on Dexterity checks and saves for the duration. On a successful save, it takes half damage and its movement speed is only halved for its next turn.
Does not work against Constructs, Plants, or Undead.
Snow Form
6th-level transmutation
- Casting Time: 1 action
- Range: Self
- Components: V, S
- Duration: Concentration, up to 1 minute
Your form, including all of your equipment, becomes swirling snow for the duration, though it retains its shape. You become invulnerable, as attacks and hazards simply pass through you. Creatures within 5 feet of you take 5d4 cold damage. Any physical attacks you make deal cold damage instead and are bolstered by an additional 2d8 cold damage.
You cannot speak or cast other spells while in this form.
Ice Lancer Spells
Cantrips (0 Level)
- Blade Ward
- Friends
- Frostbite
- Guidance
- Gust
- Manipulate Ice
- Ray of Frost
- Shape Water
- True Strike
1st Level
- Animal Friendship
- Armor of Agathys
- Create or Destroy Ice
- Expeditious Retreat
- Fog Cloud
- Frost Fingers
- Hypothermia
- Ice Glide
- Ice Knife
- Winter Smite
- Zephyr Strike
2nd Level
- Aurora
- Blizzard Aura
- Calm Emotions
- Darkness
- Darkvision
- Find Traps
- Gust of Wind
- Hold Person
- Mirror Image
- Misty Step
- Pass without Trace
- Short Autumn
- Snilloc’s Snowball Swarm
- Warding Wind
3rd Level
- Create Food and Water
- Hunger of Hadar
- Ice Spikes
- Ice Warp
- Protection from Energy
- Sleet Storm
- Slow
- Snowblind
- Water Walk
- Wind Wall
4th Level
- Elemental Bane
- Faithful Hound
- Fire Shield
- Flash Freeze
- Freedom of Movement
- Hallucinatory Terrain
- Ice Storm
- Locate Creature
- Private Sanctum
5th Level
- Circle of Power
- Commune
- Cone of Cold
- Control Winds
- Fan of Ice
- Freeze Blood
- Geas
- Legend Lore
- Steel Wind Strike
6th Level
- Contingency
- Heroes’ Feast
- Investiture of Ice
- Investiture of Wind
- Otiluke’s Freezing Sphere
- Snow Form
- Wall of Ice