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## Spells #### Hibernation *1st-level enchantment* **Casting Time:** 1 action
**Range:** 60 feet
**Components:** V, S, M (A feather or bear claw)
**Duration:** Instantaneous Imposing the sloven effects of winter's rest, you target one creature within range that you can see. The creature must make a Constitution saving throw against your spell save DC. On a failed save, the creature's speed is reduced by half, and if their current hit points are less than or equal to this reduced movement speed, they fall unconscious until the start of your next turn. On a successful save, the creature's speed is reduced by 5 feet, but they suffer no other effects. **At Higher Levels.** If you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. **Classes:** Druid, Sorcerer, Wizard #### Frostwalker's Veil *1st-level transmutation* **Casting Time:** 1 action
**Range:** Self
**Components:** V, S, M (A single snowflake)
**Duration:** 1 hour (Concentration) Upon casting this spell, a thin, almost invisible layer of ice forms under your feet. This magical ice enhances your mobility in specific ways. Firstly, while moving across ice and snow, you leave no tracks, providing you advantage on Dexterity (Stealth) checks. Secondly, your movement speed is increased by 15 feet, as the ice under your feet facilitates swifter movement. **Classes:** Druid, Ranger, Sorcerer, Wizard \columnbreak #### Glacial Shield *2nd-level abjuration* **Casting Time:** 1 reaction, which you take when you are hit by a melee attack
**Range:** Self
**Components:** V, S
**Duration:** Instantaneous When you cast Glacial Shield as a reaction to being hit by a melee attack, a protective layer of ice instantly envelops your body. This icy barrier grants you a +5 bonus to your AC against the triggering attack. If this increased AC causes the attack to miss, the attacker becomes restrained by the ice that now covers your body, remaining so until the end of your next turn. However, if the attack still hits despite the AC bonus, the shield shatters dramatically causing ice fragments to burst outwards. Creatures within 5 feet of you must then make a Dexterity saving throw, taking 1d8 cold damage on a failed save. **Classes:** Druid, Paladin, Sorcerer, Wizard #### Icebind Shackles *3rd-level conjuration* **Casting Time:** 1 action
**Range:** 60 feet
**Components:** V, S, M (a small chain and a drop of water)
**Duration:** 1 minute (Concentration) You conjure icy shackles that snap around the wrists and ankles of a creature you can see within range. The target takes 2d8 cold damage immediately. It must then succeed on a Strength saving throw or have its appendages encased in ice, causing it to be restrained for the spell's duration. While restrained by these shackles, the target takes an additional 2d8 cold damage at the start of each of its turns. The restrained creature can attempt a new Strength saving throw at the end of each of its turns to break free. Alternatively, the shackles can be destroyed if they take 10 points of damage. These shackles have an AC and a number of hit points equal to your spell save DC. **At Higher Levels.** If you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. **Classes:** Sorcerer, Warlock, Wizard
\pagebreak ## Feats ### Walking Hibernator You have mastered the art of entering a deep, restorative trance that mimics the effects of hibernation, allowing you to conserve energy and heal. As an action, you can trigger this state of semi-hibernation, which lasts for a number of hours equal to your Constitution modifier (minimum of 1 hour). While in this state, you gain several benefits: - **Temporary Hit Points:** Upon entering this state, you gain temporary hit points equal to your Constitution modifier + half your level (rounded up). - **Healing:** As an action while in this state, you can spend one or more Hit Dice to recover hit points, as if you were taking a short rest. - **Constitutional Fortitude:** You gain advantage on Constitution saving throws. - **Extended Concentration:** When you cast a spell that requires concentration, the duration of that spell is doubled. - **Reduced Mobility:** Your movement speed is reduced by 10 feet, as your body conserves energy and focuses on healing. Upon exiting this state, your body requires additional rest to fully recover from the intensive energy conservation. You must sleep for 2 extra hours during your next long rest. Once you use this feature, you cannot use it again until you finish a long rest. \columnbreak ### Elemental Touch *Prerequisite: Ability to cast at least one spell* You have honed your control over the elemental forces to such a degree that you can alter the energy of your attacks and spells, weaving different elements into your arsenal with ease. - **Elemental Resistance:** When you choose this feat, choose one of the following damage types: acid, cold, fire, lightning, or thunder. You gain resistance to damage of the chosen type. - **Elemental Conversion:** When you cast a spell or make an attack that deals damage, you can change the damage type to the one chosen when you took this feat. This change affects the entire spell or attack, converting all its damage to the chosen elemental damage. You can select this feat multiple times. Each time you do so, you must choose a different damage type.
ART CREDIT: CHAT GPT