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Elemental Expansions

Cold Spells

T
he elements are a fundamental part of
spellcasting in much of fantasy. Yet, 5e tends
to lack in options for casters trying to focus on
elements other than fire. Whether you wish to
create an elemental specialist, or simply wish
for new options for destroying your foes, I
hope you find the following useful.
Frost magic is better represented in the game than many
others. However, while some levels have multiple options for
cold damage, there are some that have no options at all. I
tried to make spells that have functions different from those
at their level, to avoid clashing with existing cold classics
such as Cone of Cold and Freezing Sphere. Not all of these
spells do cold damage, but they all fit in with their theme.

Spell list by level


Level Spells
Cantrip Freezing Lash
1 Frosted Lens
2 Cold Feet
3 Icicle Spear
4 Blessing of Rime
5 Winter Orb
6 Flash Freeze
7 Iceberg Palisade
8 Stygian Ice Shards
9 Polar Midnight

Art by Mila Pesic


1
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials
used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
.

Spell Descriptions
Freezing Lash
Evocation cantrip
Casting Time: 1 action
Range: Self (5-foot radius) Cold Feet
Components: S, M (a melee weapon worth at least 1 sp) 2nd-level transmutation
Duration: 1 round Casting Time: 1 Action
Classes: Artificer, Sorcerer, Warlock, Wizard Range: Self
You brandish the weapon used in the spell’s casting and Components: V, S
make a melee attack with it against one creature within 5 feet Duration: 1 minute
of you. On a hit, the target suffers the weapon attack’s normal Classes: Artificer, Bard, Cleric, Druid, Ranger, Sorcerer,
effects and is coated in frost until the end of its next turn. If Warlock, Wizard
the target ends its turn without moving at least 5 feet using You enchant the soles of your feet to freeze the ground you
its speed, the target takes 1d8 cold damage and the spell walk on, leaving a trail of slippery ice. When you move, you
ends. leave behind an icy trail on each space within 5 feet of you.
At higher levels. At 5th level, the melee attack deals an extra Any creature other than you that enters the area or starts its
1d8 cold damage to the target on a hit, and the damage the turn on it must succeed on a Dexterity saving throw or fall
target takes for not moving increases to 2d8. Both damage prone. The trail lasts until the beginning of your next turn,
rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at but you continue to create a new trail when you move for the
17th level (3d8 and 4d8). spell's duration.
Frosted Lens
The trail also freezes most liquids before your feet touch
them, allowing you and other creatures to walk across their
1st-level conjuration surface (Although others must still must make saves to keep
Casting Time: 1 Action their balance if the magical trail is still present). The frozen
Range: Self surface can support large and smaller creatures. The liquid
Components: V, S remains frozen even after the trail you create vanishes, but it
Duration: 10 Minutes usually melts after 1 minute. The DM may rule that certain
Classes: Artificer, Druid, Sorcerer, Wizard liquids cannot be frozen by this spell (Typically ones at
You form a magical lens in a free hand, made from perfectly extremely high temperature, such as a lava flow.).
clear ice. As long as you hold the lens in your hand, you may
look through it at any time. Doing so provides advantage on
Wisdom (Perception) and Intelligence (Investigation) checks
that involve looking at small details of an object or creature
up to 100 feet away. Your field of view though the lens is
narrow, so it does not provide advantage when the check
involves looking around you to spot something (E.g: Finding a
creature that you can hear but cannot see).
You can also attack with the lens, although doing so ends the
spell. When you cast this spell, or as an action on a later turn,
you can hurl the lens at a creature within 30 feet of you.
Make a ranged spell attack. On a hit, the lens shatters in a
burst of cold and the target takes 3d6 cold damage.

Art by Svetlin Velinov


2
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials
used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Icicle Spear Winter Orb
3rd-level evocation 5th-level conjuration
Casting Time: 1 action Casting Time: 1 action
Range: 100 feet Range: 60 feet
Components: V, S, M (a small bit of quartz crystal) Components: V, S, M (A glass bead with water trapped
Duration: 1 round inside)
Classes: Sorcerer, Wizard Duration: Concentration, up to 1 minute
You launch a thin spike of ice at a creature of your choice. Classes: Artificer, Druid, Sorcerer, Warlock, Wizard
Make a ranged spell attack against the target. On a hit, the A globe of elemental ice appears at an unoccupied point of
target takes 3d10 piercing damage and the icicle becomes your choosing, chilling those near it to the bone. The orb has
lodged in the target. On a miss, it lodges in the ground in a a diameter of 5 feet and hovers.
random square of the target's space. Hit or miss, at the start
of your next turn, the icicle detonates with freezing energy. As a bonus action, you can move the sphere up to 30 ft and
Each creature within 10 feet of the point where the ice then make each creature within 10 feet of the sphere make a
exploded must succeed on a Dexterity saving throw, taking Constitution saving throw. On a failed save, the creature
5d6 cold damage on a failed save or half as much on a takes 5d6 cold damage and has its speed reduced by 20 feet
successful one. until the end of its next turn. On a successful save, the
creature takes half as much damage and is not slowed.
The icicle will detonate early if it is removed from where it is
lodged, or if destroyed. It is an object with AC 18 and 5 hit At higher levels. When you cast this spell using a spell slot
points, but it does not take up its space or prevent movement of 6th level or higher, the cold damage increases by 1d6 for
in any way. each slot level above 5th.
At higher levels. When you cast this spell using a spell slot Flash Freeze
of 4th level or higher, the cold damage increases by 1d6 for 6th-level evocation
each slot level above 3rd. Casting Time: 1 action
Blessing of Rime
Range: 60 feet
Components: V, S
4th-level evocation Duration: Instantaneous
Casting Time: 1 action Classes: Druid, Sorcerer, Warlock
Range: 30 feet You attempt to encase a creature you can see within range in
Components: V, S, M (A tuft of polar bear fur) a prison of solid ice. The target must make a Dexterity saving
Duration: 1 hour throw. On a failed save, the target takes 12d6 cold damage
Classes: Artificer, Bard, Cleric, Druid, Ranger and becomes encased in a block of ice that takes up its
Your summon a chill wind that snuffs out flame and numbs space. On a successful save, the target takes half as much
the pain of your allies. When you cast the spell, any non- damage and is not encased. While encased in this way, the
magical flames of your choice within range are extinguished. creature is restrained and unable to breathe or speak. The
Choose up to three creatures within range. Each gains 3d8 target is also immune to damage from the outside while it
temporary hit points for the duration. While a creature has remains frozen. The block of ice is an object with an AC of 12
these hit points, if it would make a Constitution saving throw, and 30 hit points, is vulnerable to fire, and destroying it ends
it gains advantage on the roll. Then, after roll has taken effect, the effects for the creature.
they lose any remaining temporary hit points from this spell.
When this spell is used against a creature that is huge or
At higher levels. When you cast this spell using a spell slot larger, only part of the creature is frozen. This means that it
of 5th level or higher, the temporary hit points increase by remains able to breathe and speak on a failed save, but
1d8 for each slot level above 4th. rather than being immune to damage it gains half cover for
the duration.
To break out, the restrained target can make a Strength
check as an action against your spell save DC. On a success,
the target escapes, is no longer restrained and can talk and
breathe.
At higher levels. When you cast this spell using a spell slot
of 7th level or higher, the cold damage increases by 2d6 for
each slot level above 6th.

Art by Cristi Balanescu


3
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials
used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Iceberg Palisade Stygian Ice Shards
7th-level evocation 8th-level conjuration
Casting Time: 1 action Casting Time: 1 action
Range: 160 feet Range: 150 feet
Components: V, S, M (a miniature shovel or pickaxe) Components: S, M (the fang of an ice devil, worth at least
Duration: Concentration, up to 10 minutes 500 gp)
Classes: Cleric, Druid, Sorcerer, Wizard Duration: Instantaneous
A cluster of massive ice shards bursts out of the ground at Classes: Warlock, Wizard
an angle, skewering enemies and creating a temporary You conjure five shards of black ice from Stygia, fifth layer of
fortification. The palisade is shaped like a ramp, and is up to the Nine Hells, which launch themselves at your foes. You
80 feet long, 20 feet thick and 20 feet high on the outward can hurl them at one target or several. Make a ranged spell
side. One side has a slope with carved steps leading up, attack for each shard. On a hit, the target takes 3d8 cold
which creatures can walk up normally. The opposite side is damage.
practically a spiked wall 20 feet high. You can orient the slope
in any direction as long as its base remains in contact with Stygia is said to be the formed from the frozen floes of the
the ground and the entirety of it is in range of the spell. river Styx, and thus this ice also carries the Styx's memory-
altering power. Any creature hit by one or more of the shards
When you cast the spell, each creature in the area of the must make a Wisdom saving throw or forget the events of the
palisade must make a Dexterity saving throw. On a failed last 10 minutes. Even though the creature forgets the fact
save, a creature takes 5d8 piercing damage, 5d8 cold damage that the spell was cast upon it, if it took damage from the
and is pushed out to the spiked end of the ramp. A creature spell, it will likely realize quickly that something happened
that succeeds the save takes half as much damage and can due to its injuries. A creature that is immune to cold damage
choose to either be pushed as a failed save or stay in their or charm effects is also immune to this effect.
space and rise with the slope. If there is no room for a
creature to be pushed on the far side of the slope, it is Any number of the shards you create can instead be tiny
instead pushed into the nearest empty space. Additionally, needles. Any creature hit by one of these needles takes no
when casting, you can choose any number of creatures you damage, but still suffers the spell's other effects and
can see. These creatures automatically succeed on the save additionally does not automatically notice that a hostile action
and take no damage rather than half. occurred against it.
The wall is an object with AC 12 and 80 hit points per 10-foot
section lengthwise, and it is vulnerable to fire damage. The
spiked end of the wall can be climbed as normal, with a
successful Strength (Athletics) check against your spell save
DC, but any creature doing so takes 1d8 piercing damage for
each 5 feet climbed this way.
At higher levels. When you cast this spell using a spell slot
of 9th level, the maximum dimensions of the wall each
double, the spell no longer requires concentration and the
wall remains until dispelled. However, in temperatures above
freezing, the wall will melt into water over the course of 4d4
hours.

Art by Mike Bierek


4
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials
used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Polar Midnight
9th-level transmutation
Casting Time: 1 action
Range: 300 feet
Components: V, S
Duration: Concentration, up to 1 minute
Classes: Sorcerer, Warlock, Wizard
You plunge a targeted area into a brutally cold night that is
unrivaled by any on the material plane. Freezing magical
darkness spreads from a point you choose within range to fill
a 40-foot radius sphere for the duration. No light, magical or
otherwise, can illuminate the area.
When a creature enters the affected area for the first time on
a turn or starts its turn there, the creature must succeed on
a Constitution saving throw or take 10d6 cold damage and
have its speed reduced by 20 feet while it remains in the
area. This speed penalty can accumulate over multiple turns,
and can reduce a creature's speed to 0. On a successful save,
the creature takes half as much damage and its speed is not
reduced. A creature that is immune to cold damage
automatically succeeds on this save.
A creature that ends its turn in the area without moving from
its space is covered in a sheet of ice. While encased in this
way, the creature is restrained and unable to breathe or
speak. The target is also immune to damage from the outside
while it remains frozen, but it continues taking damage from
the spell. The sheet of ice is an object with an AC of 12 and
30 hit points, is vulnerable to fire, and destroying it frees the
creature as if it broke out. To break out, the restrained target
can make a Strength check as an action against your spell
save DC. On a success, the target escapes, is no longer
restrained and can talk and breathe, and the penalty to its
speed is removed.
Corpses in the area and other nonmagical objects made of
organic material that aren't being worn or carried are
transmuted into solid ice. Corpses of creatures transmuted
in this way can be restored to life only by means of a true
resurrection or a wish spell.
As a bonus action, you can move the center of the area up to
20 feet.

Art by https://www.deviantart.com/ejlen/
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials
used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Elemental
Expansions
Art Credit (In order): Wizards of the Coast (Mila
Pesic, Svetlin Velinov, Cristi Balanescu, Mike
Bierek), https://www.deviantart.com/ejlen/

Homebrew by gameboy350

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials
used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
 
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