Champions of The Frozen North

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Champions of the Frozen North

From the 1st Age, historically named the Age of Creation, the
northern parts of Kyrmoria were a battlefield frequented by The Sundering
many indigenous folk. Some legends say that the only known After the Dragon Wars, the people of the north had to rebuild,
mortal to ascend to godhood, Surodan, hailed from the north as their numbers had vastly withered. However, with the
and was forged in this relentless warfare. destruction of the Time Nexus, all sorts of horrifying
Scholars can only make educated guesses on how the creatures found windows of opportunity between worlds to
tribes came to be, but it is certain that some of their most
legendary and esteemed chieftains and warlords enjoy fame enter Kyrmoria, and ended up in the Nexus Rift, the
even to the far south of Kyrmoria, where the militaristic singularity, that existed in the location of the destroyed place
Merinthor Kingdom lies. Very few records remain of the 2nd of power. Most notable among them the Forlorn, terrifying
Age, but the Acolytes of the Veil claim that the tribes of the proto-angels of another world that wrought havoc in their
north flourished towards its end, and at the beginning of the wake, and the northerners hunted them with great fervor.
3rd Age, until the inevitable calamity that was the Sundering. Years later, yet still in the 3rd Age, one of the heroes from
the Dragon Wars, whose name the records mention only as
A People Divided the Dreadlord, grew weary of the course of action they had
taken. Peace held between all races, yet with the wisdom that
When the 3rd Age came, the people of northwestern only comes through amassed experiences, he started to
Kyrmoria found themselves once again warring for territories sympathize with the ideals held by the faction that didn't put
and resources, uniting only against the various Clans of any faith in the Gods, and started acting on it.
Giants that also laid claim to the land around the Prismatic The rest is history, but it is said that during this historic
Mountains. This led to them becoming very refined in the art event known as the Sundering, when the Gods walked the
of war and especially unorthodox tactics, utilizing the terrain lands of mortals in corporeal forms, one of them, Esimvra,
to their advantage, and some of them even became highly whose avatar form was that of a beautiful maiden made of
revered heroes throughout the continent. ice, was assaulted by champions of the northwestern
On the east side of the north, there was a sense of tribespeople, that had aligned themselves with the former
camaraderie among the people after the legendary champion hero's ideal. In the battle, her avatar was mortally wounded
Arkyn Wyrmbane had slain the infamous dracolich and shards were broken from her form. Esimvra managed to
Ussirdenth in the previous age, and they chose to rise to his escape, and later the Mortal Sages ended the Sundering by
challenge of honor and bravery by vanquishing monsters that defeating the Dreadlord and restoring the Gods to the realms
roamed the frozen wastes. above, yet her icy gaze was cast upon the mortals, as she had
Alas, the tenuous lifestyle the northerners enjoyed was to still not collected her vengeance.
be greatly altered with the coming of the Dragon Wars, the
full-blown war that lasted for twenty-five years and saw many Esimvra's Wrath
Kyrmorians die to defend their side of the truth. The tribal In the coming years, and at the beginning of the 4th Age,
warriors residing in the northwest aligned themselves with extremely strange phenomena started to occur all over the
the dark elves and most of the dragons, all united under the north. A plague culled the population, azure flames eating the
belief that the coming threat prophesied by seers of the
Dragon God Temporus and the Lady of the dark elves, skin without burning it, leaving dark corpses one could have
Rimathyl, couldn't be contained by the divines. The people of mistaken as unfortunate folk that succumbed to frostbite.
northeastern Kyrmoria, however, aligned themselves with the That was the vengeance of the Winter Queen, as the corpses
rest of the elves, the dwarves, and men, choosing to put faith later rose to become horrifying undead whose screams
in their Pantheon and believing that to play gods in their pierced even the roughest blizzards, while their bluish gaze
place was a fool's errand. could eat away at one's soul.
At the final, epic battle of the Dragon Wars, that took place The disease became known as rimeblight, and it plagues
in the central part of the north between both factions, the Kyrmoria even in the present day. However, Esimvra didn't act
elven archmage Elbalar cast an epic spell that split the purely out of spite, and over time worthy champions that
timelines between realities, destroying the Nexus of Time in found the long-lost shards of her wounded avatar form were
the process. It was his firm belief that the two factions would graced with her blessing, learning how to harness the power
reconcile should the imminent threat be essentially of truefrost to fight rimeblight and the horrors infested with
eradicated as a possibility, and to an extent, he was right. The it, forming the Frostguard.
war soon ended, with heroes from both sides preaching for
peace, most notable among them those who would later rise
to become Mortal Sages. One of them, Thrann, who hailed
from the eastern territories of the snow-covered territories
and wielded the greataxe bestowed upon Arkyn Wyrmbane
by the Dragonlords, would later become the King of the
newly forming Wyrmfall. But, the story would be far from
over.

1
Barbarian: Path of the Frostborn Immovable Glacier
14th-level Path of the Frostborn feature
All barbarians are driven by a fiery anger inside their souls. Whenever you rage the spirits of frost empower your cold
However, barbarians who follow the Path of the Frostborn fury. While you're raging, you gain the following benefits:
learn how to channel the anger inside them into cold,
unforgiving fury. Often called frostragers, they are typically You gain immunity to cold damage.
born and raised in harsh freezing environments, blessed by You can't be knocked prone, restrained or moved against
the ancient spirits of frost with unwavering strength. Some your will.
are champions or warchiefs of tribes, while others walk a When you score a critical hit against a creature with a
lonely path, seeking to test their might against the strongest weapon attack, all creatures within 10 feet of the target
foes that wander the frozen wilderness. take cold damage equal to your barbarian level as ice
shards explode from the target's wound.
Frostrage
3rd-level Path of the Frostborn feature Frostborn Barbarian Cultures
When you enter your rage, you can unleash the cold fury There are many tribes occupying northwestern
inside your soul. Until your rage ends, you manifest the Kyrmoria, warring among themselves for territory
strength of true ice. Choose one of the options detailed below and resources. Frostborn Barbarians are revered
each time you rage: among those tribes, as they rise to be great
Frost Aura. While you're raging, you emit a cold aura that warlords. Most prominent among them is a self-
extends 10 feet from you in every direction, but not through proclaimed King, ruling with an iron fist and
total cover. Creatures other than you that start their turns in attempting to unify the tribes through threat of
your aura take cold damage equal to your Constitution blade.
modifier and must succeed on a Constitution saving throw Meanwhile, in northeastern Kyrmoria the
(DC equal to 8 + your proficiency bonus + your Constitution kingdom of Wyrmfall prospers under the rule of
modifier) or have their speed reduced by 10 feet until the King Thrann, a legendary hero from ages past that
start of their next turn. has not met his demise yet, who some call
Glacial Cowl. The air freezes around you, coating your immortal and blessed by the Dragonlords.
body in a crust of ice. At the start of each of your turns while Frostborn Barbarians of Wyrmfall receive
you 're raging, you gain temporary hit points equal to your sponsorship from King Thrann, and are deployed in
proficiency bonus + your Constitution modifier. various missions of the Order of the Scale, an
Winter's Bite. While you're raging, your cold fury is organization dedicated to the perseverance of
dragonkind.
channeled through your strikes, as layers of ice form on your
weapons. Creatures you hit with weapon attacks take an
extra 1d4 cold damage. The damage increases when you
reach certain levels in this class, increasing to 1d6 at 5th
level, 1d8 at 10th level, 1d10 at 15th level, and 1d12 at 20th
level.
Frozen Blood
6th-level Path of the Frostborn feature
The frozen blood running through you changes your
metabolism, granting you the following benefits:
You gain resistance to cold damage.
Your heartbeat slows, lowering your body temperature.
You have advantage on saving throws against the poisoned
condition.
Instead of sleeping to gain the benefits of a long rest, your
body enters a state of hibernation, and you are not
considered unconscious for that period of time.
Freezing Gaze
10th-level Path of the Frostborn feature
You can look into the very soul of an enemy and freeze
them to the bone. As a bonus action, choose a creature that
you can see and that can see you within 30 feet of you. The
target must succeed on a Wisdom saving throw (DC equal to
8 + your proficiency bonus + your Constitution modifier) or
become paralyzed until the end of your next turn. A creature
is immune to this effect if it is immune to cold damage.
Once you use this feature, you can't use it again until you
finish a short or long rest.

2
Cleric: Frost Domain Divine Strike
8th-level Frost Domain feature
In the frozen north, where the frigid cold and the cost of You gain the ability to infuse your weapon strikes with icy
survival weighs upon the people daily, blessed warriors frost. Once on each of your turns when you hit a creature
blossom beneath the snow. Clerics of the Frost domain are with a weapon attack, you can cause the attack to deal an
champions of the glaciers by nature, devoting themselves to extra 1d8 cold damage. When you reach 14th level, the extra
the old spirits of frost. They are spiritual leaders of various damage increases to 2d8.
tribes and establishments, guiding them through the
remorseless winters. Strong as they are in their mystic Winter's Herald
communions, they also fight valiantly against the horrors that 17th-level Frost Domain feature
roam the icy wilderness. These clerics can often be found You have become a true herald of frost, gaining the
with a cup of mead in their hands, telling stories of their following benefits:
adventures and warming the hearts of those around them.
In Kyrmoria, the two main deities associated with the Frost You gain immunity to cold damage.
domain are Esimvra, the Winter Queen, and Voken, the When a creature that takes damage from Wrath of the
Storm King. Glaciers, it becomes unable to take reactions and has
disadvantage on weapon attacks until the start of its next
Frost Domain Spells turn.
Cleric Level Spells Friendly creatures within the area affected by Wrath of the
Glaciers gain the benefits of your Soul of Ice feature, and
1st frozen mantleVGtK, glacial breathVGtK their weapon attacks deal extra cold damage equal to half
3rd hold person, ice blastVGtK your cleric level on a hit.
5th sleet storm, slow
7th fire shield, flash freezeVGtK
9th cone of cold, hailstorm VGtK

Acolyte of Winter
1st-level Frost Domain feature
You gain proficiency with martial weapons and heavy
armor.
In addition, you learn the rime blade cantrip, which doesn't
count against the number of cleric cantrips you know.
Frost Priest
1st-level Frost Domain feature
You learn how to channel the might of ice to cripple your
enemies in battle. When you use your action to cast a spell
that deals cold damage, you can make one weapon attack as
a bonus action.
You can use this feature a number of times equal to your
proficiency bonus, and you regain all expended uses when
you finish a long rest.
Channel Divinity: Wrath of the Glaciers
2nd-level Frost Domain feature
You can use your Channel Divinity to emit an icy aura
empowered by the strength of the glaciers.
As an action, you present your holy symbol and conjure icy
wind that freezes the area within 30 feet of you for 1 minute.
Creatures of your choice that start their turns within the
affected area must succeed on a Constitution saving throw or
take cold damage equal to your Wisdom modifier and have
their speed halved until the start of their next turn.
Soul of Ice
6th-level Frost Domain feature
Your inner connection with the frost grants you special
benefits:
You gain resistance to cold damage.
Your speed can't be reduced, and you have advantage on
saving throws against being restrained or knocked prone.
3
Paladin: Oath of the Frostguard Aura of the Frozen Guardian
7th-level Oath of the Frostguard feature
Paladins who take the Oath of the Frostguard are hardened You emit an aura of frost that hinders your foes but wards
warriors that have spent their lives surviving in the frozen your allies from the bitter cold. You and friendly creatures
north and decided to dedicate their blades to the Frostguard within 10 feet of you have resistance to cold damage. In
itself. Also known as frost knights, paladins who take this addition, enemies within 10 feet of you have disadvantage on
oath are forces of nature themselves, harnessing the natural initiative rolls.
elemental powers of cold as terrifying combatants. They At 18th level, the range of this aura increases to 30 feet.
abstain from life among civilization, but often act as
mediators between warring tribes and clans as well as the Relentless Sentinel
vanguard of the elite soldiers safeguarding the north. 15th-level Oath of the Frostguard feature
Having survived and adapted to arctic climates, the blood
Tenets of the Frostguard inside you freezes and you become cold to the touch. You
A paladin that takes the Oath of the Frostguard swears to gain the following benefits:
shelter the innocent from the monsters roaming in the
glaciers. You gain proficiency in Constitution saving throws.
Preserve. You will shoulder the burden of being an You no longer need to sleep, but you still need to spend 8
unyielding sentinel to preserve peace. hours doing light activity to gain the benefits of a long rest.
Embrace. The frozen wastelands have claimed many You are immune to exhaustion.
souls, but you have faced the cold and been reborn in its Glacial Champion
power. 20th-level Oath of the Frostguard feature
Endure. No matter the circumstances, you shall remain You unleash the wrath of the ageless glaciers that lies
resolute. Even in the face of overwhelming odds, you never dormant inside your soul. As a bonus action, you gain the
doubt your abilities. following benefits for 1 minute:
Oath Spells You are immune to cold damage. In addition, you have
You gain oath spells at the paladin levels listed. resistance to fire damage, or immunity to fire damage if
you have temporary hit points from Winter's Cloak .
Oath of the Frostguard Spells You emit freezing cold. The ground within 10 feet of you
Paladin Level Spells counts as difficult terrain, and creatures that end their
3rd glacial breathVgtK , shield of faith
turns within 10 feet of you can't take reactions until the
end of their next turn unless they are immune to cold
5th hold person, ice blast VgtK damage.
9th freezing smite VgtK , slow
Once on each of your turns, when you hit a creature with a
weapon attack and deal damage to it, you can also force it
13th fire shield, ice storm to make a Constitution saving throw against your paladin
17th cone of cold, hold monster spell save DC. On a failed save, the creature freezes in its
steps, becoming restrained until the end of its next turn.
Channel Divinity Once you use this bonus action, you can’t use it again until
3rd-level Oath of the Frostguard feature you finish a long rest, unless you expend a 5th-level spell slot
You gain the following two Channel Divinity options. See to use it again.
the Sacred Oath class feature for how Channel Divinity
works.
Winter's Cloak. As a bonus action, you can use your
Channel Divinity to gather and condense the moisture in the
air around you. You gain temporary hit points equal to twice
your paladin level + your Charisma modifier for 1 minute.
While you have these temporary hit points, you have
resistance to fire damage.
Ice Cage. You can use your Channel Divinity to cage your
enemies in ice. As an action, you can choose a number of
creatures you can see within 30 feet of you up to half your
proficiency bonus. The chosen creatures must succeed on a
Strength saving throw or have their speed reduced to 0 for 1
minute. The chosen creatures can repeat this saving throw at
the end of each of their turns, ending the effect on themselves
on a success. A creature that has its speed reduced to 0 this
way also takes 1d8 cold damage at the start of each of its
turns.

4
Lore: Truefrost
Eons ago, during the Sundering, Esimvra was betrayed by the
leaders of the clans who were in league with the Dreadlord. Esimvra, the Winter Queen
She was severely wounded in combat by their champions, Should you wish to incorporate Esimvra in your
games, consult the about her mythos detailed
and the fragments of her form were scattered across the far below.
north. These fragments of her divinity would come to be Alignment. Chaotic Neutral.
known as truefrost, pieces of ice so cold it never thaws, even Portfolio. Cold, hearth, spirits, unseelie fey,
if thrown in the heart of a volcano. winter.
Nowadays, the Sundering is but a tale lost in history to the Suggested Domains. Cold, Life, Nature.
short-lived races that walk the land of Kyrmoria. Alas, the Titles. Esimvra's formal title is "The Winter
Winter Queen neither forgot, nor forgave. The penance for Queen", but her followers also call her "The
the blasphemy she suffered is enacted through the very Rimemother", "Our Lady of Snow and Shadow",
shards of her once manifested avatar. Those who seek them "Matriarch of the Unseelie" and "Iceheart".
out in hopes of power often find a dark fate, and her very Depiction. Statues of Esimvra are sculpted in
wrath, rimeblight, strips them of their lives, leaving behind various glaciers of the north, her wraithlike form
horrific creatures that haunt the tundras and seek to claim wearing a crown of cobalt coloured ice. It is said
vengeance for the deity. that should a traveler make an offering in one of
However, the Rimemother is not without mercy. A select these murals, her hands will shine and grant the
few, strong enough to withstand her test, earn her forgiveness traveler a boon, should the offering be sufficient, or
and are bequeathed by a boon. It is in this way, that she has a devastating curse, otherwise.
orchestrated an even greater trial, as the rising champions Holy Day. Esimvra's Holy Day is the longest night
known as the Frostguard fight those who fell to rimeblight, in of winter. Throughout that night, her devotees
remain awake, thanking her for allowing them to
a battle for the soul of the north. see the previous summer and praying to see the
Elder members of the Frostguard pass the secret of next one by her grace, making generous offerings
harnessing truefrost to the next generations. To arm to her statues and murals.
themselves for their ageless battle, they have learnt how to Residence of Authority. The Opaque Tundra. Not
harness the divine power of truefrost, using shards to a place but a destination, one whose path is only
empower their weapons and shields, as well as their found by those most hardly devout. Littered with
spellcraft. On occasions that can be counted on the fingers of the frozen bodies of pilgrims, it is a realm filled
hand, truly legendary members of the organization manage to with ever falling ice and peril that shows grace only
gather enough shards of truefrost to craft an entire weapon to the few found worthy enough to join Esimvra's
out of them, said to be unparalleled in power. retinue in her glacier-carved palace.
Aside from the fact that the knowledge of crafting such Relics. Esimvra has no true recorded relic in
items is highly restricted among their circles, the process is theological lore, but is said to grant only those she
very strenuous, as it requires the crafter to personally craft favors magnificent weapons of ice clipped from
the item that will host the truefrost shard, all the while her own form.
chanting esoteric incantations and hymns in the presence of Tenets of Esimvra
aiding spellcasters, holding the shard close to their mark
from the Esimvra's trial. Still, to forge an entire armament out Develop your skill to endure, so you may always
of truefrost is a task of a completely different level, as it also choose your actions.
Respect those that embody change. The omens
requires both the fiery breath of an ancient dragon to meld are there, but nobody watches.
the material enough so that it can be shaped, as well as the Always provide shelter to those that interest
cold breath of another wyrm of equivalent power to solidify you.
the truefrost once again, in its final form.
These items hold vast magical abilities, from fortifying
their wielder against cold and frost, to producing powerful
spells, and more. Fortunately, the connection with its user
prevents the item from indiscriminately freezing anything it
encounters, yet should an uninitiated, unblessed by the
Winter Queen mortal touch them, they will suffer the same
consequences as if they had encountered truefrost in some
dark corner of the north.
Shards Required Type Rarity
1 Truefrost Shield Very rare
1 Truefrost Weapon Very rare
3 Staff of Truefrost Legendary
5 Frostforged Weapon Legendary
Symbol of Esimvra

5
Staff of Truefrost
New Magic Items Staff , legendary (requires attunement by a spellcaster that
Frostforged Weapon has passed the trial of the Winter Queen)
Weapon (any) , legendary (requires attunement by a creature This legendary staff is formed out of pure truefrost. In
that has passed the trial of the Winter Queen) freezing temperatures, the staff sheds bright light in a 10-foot
This magic weapon is entirely crafted out of pure truefrost, radius and dim light for an additional 10 feet. The staff has
forged in the breaths of ancient wyrms. In freezing the following properties, which work only while it's on your
temperatures, the weapon sheds bright light in a 10-foot person.
radius and dim light for an additional 10 feet. The weapon Blessing of Truefrost.You have resistance to fire damage
has the following properties, which work only while it's on and immunity to cold damage while you hold this staff.
your person. Purge Rimeblight.While holding the staff, spells you cast
Blessing of Truefrost.You gain a +3 bonus to attack and ignore resistance and immunity to cold damage.
damage rolls made with this weapon. In addition, you have Spells.The staff has 20 Charges. While holding it, you can
resistance to fire damage and immunity to cold damage while use an action to expend 1 or more of its charges to cast one
you hold this weapon. of the following spells from it, using your spell save DC and
Purge Rimeblight. While holding the weapon, attacks you spell attack bonus: cone of cold (5 charges), hailstorm (5
make with it and spells you cast with it ignore resistance and charges), ice blast (2 charges), ice lance (3 charges), ice storm
immunity to cold damage. (4 charges), polar ray (8 charges) , wall of ice (6 charges) ,
Might of Truefrost. When you hit with an attack using this winter's crown (7 charges), winter's grasp (6 charges).
weapon, you can deal an extra 1d6 cold damage to the target. The staff regains 2d8 + 4 expended charges daily at dusk.
Spells. While holding the weapon, you can cast one of the If you expend the last charge, roll a d20. On a 20, the staff
following spells from it (save DC 18): flash freeze, freezing regains 1d6 + 2 charges.
smite, polar ray, or winter's crown. Once a spell has been Truefrost Shield
cast using the weapon, that spell can’t be cast from the Armor (shield) , very rare (requires attunement by a creature
weapon again until the next dusk. that has passed the trial of the Winter Queen)
Shard of Truefrost This shield is imbued with a shard of truefrost. In freezing
Wondrous item, very rare temperatures, the shield sheds bright light in a 10-foot radius
This shard of truefrost is rough and rugged, but feels cool and dim light for an additional 10 feet. The shield has the
and almost weightless to the touch. A soft, azure glow seems following properties, which work only while it's on your
to flicker beneath its icy surface. The shard has the following person.
properties: Blessing of Truefrost. While holding this shield, you have
Frigid Essence. If the shard comes into contact with a a +1 bonus to AC. This bonus is in addition to the shield's
body of water, it immediately freezes the water in a 30-foot normal bonus to AC. In addition, while holding this shield,
radius around the spot it touched. Any nonmagical objects in you have resistance to cold and fire damage.
direct contact with the shard also freeze, a 1-inch thick layer Icy Rebuke. While holding this shield, when a creature hits
of ice forming around them. you with an attack while within 5 feet of you, it takes 1d6 cold
Trial of the Winter Queen. Any humanoid creature that damage.
touches the shard experiences the full wrath of the Winter Spells. While holding the shield, you can cast one of the
Queen, and its soul is tested. The creature must make a following spells from it (save DC 17): ice block or winter's
Constitution saving throw with a DC of 25, or with a DC of 20 grasp. Once a spell has been cast using the weapon, that
if it has ever landed the killing blow on a creature either spell can’t be cast from the shield again until the next dusk.
afflicted with rimeblight (such as with a rimeblight curse Truefrost Weapon
spell) or with the Rimeblight trait. On a failed save, a Weapon (any) , very rare (requires attunement by a creature
creature takes 160 (20d10+50) cold damage, or half as much that has passed the trial of the Winter Queen)
damage on a successful one. This damage ignores resistance This magic weapon is imbued with a shard of truefrost. In
and immunity, and can't be reduced or avoided by any means. freezing temperatures, the weapon sheds bright light in a 10-
Depending on whether the creature survives the damage or foot radius and dim light for an additional 10 feet. The
dies from it, there are two outcomes to this test: weapon has the following properties, which work only while
A creature reduced to 0 hit points by this damage dies and it's on your person.
can't be brought back to life by any means short of a wish Blessing of Truefrost.You gain a +1 bonus to attack and
spell or the intervention of a deity. One minute later, if damage rolls made with this weapon. In addition, you have
there are any remains of the creature, an azure glow resistance to cold and fire damage while you hold this
engulfs them and a frostwight rises from its corpse. weapon.
A creature that survives this damage passes the Winter Purge Rimeblight. While holding the weapon, attacks you
Queen's test, but bears a mark of it, as the skin around the make with it ignore resistance and immunity to cold damage.
spot the shard touched takes on a dark, icy blue hue. Might of Truefrost.When you hit with an attack using this
Thereafter, the creature is immune to this property of all weapon, you can deal an extra 1d6 cold damage to the target.
shards for as long as it bears the mark. In addition, its
Constitution score increases by 2, as does its maximum
for that score. Once a creature gains this benefit, it can't
gain it ever again.
6
New Monsters
Elemental, Ice
Formed out of ice and snow imbued with potent elemental
energies, these creatures roam the north, seemingly without Elemental, Ice
purpose. Ice elementals have various shapes and forms, since Large elemental, neutral
they are essentially awakened chunks that tore themselves
out of the eternal glaciers. It's extremely hard to discern one Armor Class 17 (natural armor)
of them from a snowy environment, especially during a Hit Points 114(12d10 + 48)
blizzard, but most northerners know to run when they see a Speed 30ft., burrow 30 ft., climb 30 ft.
small iceberg moving towards them.
Elemental Nature. The elemental doesn't require air, food, STR DEX CON INT WIS CHA
drink, or sleep. 18 (+5) 8 (-1) 18 (+5) 6 (-2) 10 (+0) 7 (-2)
Awakened Guardians. Unbeknownst to most, ice
elementals are innately connected to truefrost. When a Damage Vulnerabilities fire
mortal comes into contact with a shard of truefrost, an ice Damage Resistances acid; bludgeoning, piercing, and
elemental awakens somewhere in the north. Some also slashing from nonmagical attacks
guard the locations where such shards are located. Among Damage Immunities cold, poison
the elders and the devotees of Esimvra, there is word that Condition Immunities exhaustion, paralyzed, petrified,
should someone make an acceptable offering to her, she will poisoned, unconscious
grace them with a protective boon, in the form of an ice Senses darkvision 60 ft., passive Perception 10
elemental companion. Or, in the case of an offering the Languages Aquan, Auran
Challenge 5 (1,800 XP) Proficiency Bonus +3
Goddess deems inadequate, one could be faced with a swarm
of these frozen primordials chasing after them, definitely not Freezing Aura. A creature that touches the elemental or
just looking for a snowfight. hits it with a melee attack while within 5 feet of it
takes 5 (1d10) cold damage. In addition, a creature
that starts its turn within 10 feet of the elemental and
does not have resistance or immunity to cold damage
must succeed on a DC 15 Constitution saving throw
or have its speed halved until the start of its next turn.
Ice Glide. The elemental can burrow through
nonmagical ice. While doing so, the elemental doesn’t
disturb the material it moves through. In addition, the
elemental can move across and climb icy surfaces
without needing to make an ability check and difficult
terrain composed of ice or snow doesn't cost it extra
movement.

Actions
Multiattack. The elemental makes two slam attacks.
Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 8 (1d8 + 4) bludgeoning damage plus 4
(1d8) cold damage.
Rime Grasp (Recharge 4-6). Each creature within 20
feet of the elemental must make a DC 15 Constitution
saving throw. On a failed save, a creature takes 13
(2d8 + 4) cold damage and is restrained, as ice forms
around it. Until the ice is broken, a restrained creature
takes 5 (1d10) cold damage at the start of each of its
turns.
A restrained creature or another creature within 5 feet
of it can use their action to make a DC 15 Strength
check, breaking the ice on a success. The ice also
breaks if the restrained creature takes any fire damage.

7
Forlorn
The forlorn are abandoned celestial prototypes from an
alternate, dead timeline, dominated by eldritch horrors. They
appear as pale-skinned, lithe humanoids without legs, scarlet
linen-like flesh extending from various parts of their forms.
Their faces bear no figures aside a cavity filled with rows of
sharp teeth, and a spectral halo hovers above their heads.
Unwanted Visitors. The forlorn found a window between
realities to enter Kyrmoria, during the destruction of the
Time Nexus. Settling on the far north, they were attracted
and sought shards of truefrost to feed on, as the residual
divine energies in them were able to sustain their alien, yet
celestial-like constitution. This allowed them to adjust to this
world and assimilate the otherwise deadly to mortal beings
rimeblight into their arsenal of abilities.
Survival and Rebirth. The forlorn were few, hunted and
killed on sight by all able to withstand their presence, due to
their nature and abhorrent visages. Therefore, they needed a
way to reproduce, despite being unable to do so biologically.
Experimenting with mortals by feeding them truefrost and
trying to manipulate their physical forms through unearthly
magics, they eventually created, through many horrific
failures, a successful process. With this knowledge, they
scout the tundras, searching for the unwise group of
wanderers, using their natural will-stripping abilities to take
them away into their lairs and transform them into new
members of their kind.

Forlorn Magic Resistance. The forlorn has advantage on saving throws


against spells and other magical effects.
Medium aberration, neutral evil
Unusual Nature. The forlorn doesn't require air, food, drink, or
Armor Class 17 (natural armor) sleep.
Hit Points 136(16d8 + 64)
Speed 0 ft., fly 90 ft. (hover) Actions
Multiattack. The forlorn makes two attacks. It can replace one
STR DEX CON INT WIS CHA attack with either a use of Spellcasting, or Enthralling Screech, if
available.
18 (+4) 18 (+4) 18 (+4) 20(+5) 17 (+3) 20 (+5)
Mindfreezing Touch. Melee Weapon Attack: +8 to hit, reach 5
Saving Throws Intelligence +9, Wisdom +7, Charisma +9 ft., one target. Hit: 8 (1d6 + 4) cold damage plus 18 (4d8)
Skills Athletics +8, Insight +7, Perception +7 psychic damage, and the target must succeed on a DC 17
Damage Resistances necrotic, psychic, radiant; bludgeoning, Intelligence saving throw or be stunned until the end of its next
piercing, and slashing from nonmagical attacks turn.
Damage Immunities cold
Condition Immunities charmed, exhaustion, frightened
Spellcasting (Psionics). The forlorn casts one of the following
spells, requiring no spell components and using Charisma as
Senses blindsight 120 ft. (blind beyond this radius), passive
the spellcasting ability (spell save DC 17):
Perception 17
Languages Celestial, Common, telepathy 120 ft. At will: detect thoughts
Challenge 10 (5,900 XP) Proficiency Bonus +4
3/day each: charm person, confusion, glacial breath, modify
memory, ice blast
Rimeblight. Cold damage dealt by the forlorn ignores resistance
to cold damage. A humanoid slain by the forlorn rises 24 hours 1/day each: cone of cold, dominate monster, geas, mass
later as a rimeblight zombie, unless the humanoid is restored to suggestion, telekinesis
life or its body is destroyed. Enthralling Screech (Recharge 6). The forlorn emits an
otherworldly cry. Each creature within 60 feet of the forlorn
Frozen Halo. A spectral halo of rimeblight hovers above the that can hear it must succeed on a DC 17 Wisdom saving throw
forlorn's head, shedding dim light in a 30-foot radius. While a
or be charmed by the forlorn for 1 minute. A creature charmed
creature is within the area of dim light and can see the forlorn's
this way is under the forlorn's control, and the forlorn and the
halo, it is affected by the halo, making all Intelligence, Wisdom
charmed creature can communicate telepathically with each
and Charisma saving throws with disadvantage. Creatures that
other over any distance. A creature can repeat the saving throw
can't be charmed are unaffected by the forlorn's halo.
each time it takes damage and at the end of each of its turns,
Unless surprised, a creature can avert its eyes to avoid being ending the effect on itself on a success. Once a creature
affected by the halo at the start of its turn. If the creature does successfully saves against this effect, or if this effect ends for it,
so, it has disadvantage on attack rolls against the forlorn until that creature is immune to the Enthralling Screech of all forlorn
the start of its next turn. If the creature looks at the forlorn in for the next 24 hours. Forlorn are immune to this effect.
the meantime, that creature is immediately affected by the halo.

8
Frostwight
Many terrible, unnatural creatures wander the frozen
wastes, but none can match this terrible ice-clad horror.
Frostwights appear as skeletal humanoids wearing rime-
covered armors. Shards of ice extrude from their forms,
which are tarnished with bluish, shadowy flames, a product
of their rise into undeath. Frostwights are rare enough that
their usual behaviour or tactics are undocumented outside of
their following by lesser undead thralls, but the seething,
untamed hatred for the living burning in the lifeless sockets
of their skulls is legendary.
Vengeance of the Rimemother. Many brave or foolish
warriors scour the tundras in search of the mythical truefrost,
a material supposedly made out of shards of an ice deity's
avatar, willingly cut and thrusted into the material plane. Yet,
compared to myths, reality often takes a much darker turn.
The rare few who manage to unearth a shard of truefrost face
a challenging fate. For shards of the divine are scarcely
willingly given, and these artifacts were forcefully torn from
the goddess's avatar in an ancient battle. It is in such a way,
that those who contact truefrost are judged; should their
souls be pure, they are blessed with a material that can be
forged into armaments of unparalleled power. Should they be
found inadequate, they are wreathed in the Goddess's ire,
rimeblight, its azure tendrils withering their flesh until only
two, pale flickers remain alight.

Frostwight Magic Resistance. The frostwight has advantage on saving throws


against spells and other magical effects.
Medium undead, chaotic evil
Turn Resistance. The frostwight has advantage on saving throws
Armor Class 20 (natural armor) against any effect that turns undead.
Hit Points 276(24d8 + 168)
Speed 40ft. Undead Nature. The frostwight doesn't require air, food, drink, or
sleep.

STR DEX CON INT WIS CHA Actions


27 (+8) 23 (+6) 24 (+7) 10 (+0) 21 (+5) 25 (+7) Multiattack. The frostwight makes two rimeclaw attacks. It can
replace one attack with a use of Spellcasting.
Saving Throws Constitution +12, Wisdom + 11
Rimeclaw. Melee Weapon Attack: +14 to hit, reach 5 ft., one
Skills Intimidation +13, Perception +11, Religion + 6
target. Hit: 21 (3d8 + 8) slashing damage plus 18 (4d8) cold
Damage Vulnerabilities fire
damage, and the frostwight regains hit points equal to half the
Damage Resistances bludgeoning, piercing, and slashing from
amount of cold damage taken. If the target is not a construct or
nonmagical attacks
undead, it must succeed on a DC 21 Constitution saving throw
Damage Immunities cold, poison, necrotic
or its hit point maximum is reduced by an amount equal to the
Condition Immunities charmed, exhaustion, frightened, paralyzed,
cold damage taken. This reduction lasts until the target finishes a
petrified, poisoned, stunned
long rest. The target dies if its hit point maximum is reduced to
Senses darkvision 120 ft., passive Perception 21
0.
Languages Common, Infernal
Challenge 20 (25,000 XP) Proficiency Bonus +6 Spellcasting. The frostwight casts one of the following spells,
requiring no material components and using Charisma as the
Rimeblight. Cold damage dealt by the frostwight ignores spellcasting ability (spell save DC 21):
resistance to cold damage. A humanoid slain by the frostwight 3/day each: dimension door, hold person (as a 4th-level spell),
rises 24 hours later as a rimeblight zombie, unless the humanoid slow, sleet storm
is restored to life or its body is destroyed.
1/day each: cone of cold, hold monster, ice storm, wall of ice
Freezing Aura. Any creature that starts its turn within 10 feet of
the frostwight must succeed on a DC 21 Constitution saving Legendary Actions
throw or take 19 (3d12) cold damage. Undead are immune to
The frostwight can take 3 legendary actions, choosing from the
this aura.
options below. Only one legendary action can be used at a time
Ice Walk. The frostwight can move across and climb icy surfaces and only at the end of another creature's turn. The frostwight
without needing to make an ability check and difficult terrain regains spent legendary actions at the start of its turn.
composed of ice or snow doesn't cost it extra movement.
Move. The frostwight moves up to its speed without provoking
Legendary Resistance (3/Day). If the frostwight fails a saving opportunity attacks.
throw, it can choose to succeed instead.
Rimeclaw Attack. The frostwight makes one Rimeclaw attack.
Cast a Spell (Costs 2 Actions). The frostwight uses Spellcasting.

9
New Spells
Spell List
Level 4
Cantrips
flash freeze (evocation)
rime blade (evocation) rimeblight curse
Level 1 (necromancy)
frozen mantle (abjuration) Level 5
glacial breath (evocation) hailstorm (conjuration)
hypothermic touch ice block (abjuration)
(necromancy)
Level 6
Level 2
winter's grasp (evocation)
ice blast (evocation)
rime claw (conjuration) Level 7
winter's crown (conjuration)
Level 3
freezing smite (evocation) Level 8
ice lance (conjuration) polar ray (transmutation)

Level 9
fimbulwinter
Rimeblight Zombie (transmutation)
Medium undead, chaotic evil

Armor Class 10
Hit Points 37 (5d8+15) Spell Descriptions
Speed 30 ft. The spells are presented in alphabetical order.
STR DEX CON INT WIS CHA Fimbulwinter
16 (+3) 10 (+0) 16 (+3) 3 (-4) 6 (-2) 5 (-3) 9th-level transmutation
Classes: Cleric, Druid, Wizard
Saving Throws Wisdom + 0 Casting Time: 10 minutes
Damage Immunities cold, poison
Condition Immunities poisoned
Range: Sight
Senses darkvision 60 ft, passive Perception 8 Components: V, S, M (a shard of truefrost)
Languages Understands the languages it knew in life but Duration: Concentration, up to 8 hours
can’t speak
Challenge 1 (200 XP) Proficiency Bonus +2 Choose a point you can see within range. You plunge the
area within 5 miles of it into a remorseless, accursed winter.
Rimeblight. Cold damage dealt by the zombie ignores You must be outdoors to cast this spell. Moving to a place
resistance to cold damage. A humanoid slain by the zombie where you don’t have a clear path to the sky ends the spell
rises 24 hours later as a rimeblight zombie, unless the
humanoid is restored to life or its body is destroyed.
early. While casting this spell, dark clouds gather around the
affected area, the temperature gradually lowers and cold
Ice Walk. The zombie can move across and climb icy winds begin to blow. Upon completion of the spell's casting,
surfaces without needing to make an ability check and the following effects take place in the affected area for the
difficult terrain composed of ice or snow doesn't cost it
extra movement.
spell's duration:
Undead Fortitude. If damage reduces the zombie to 0 hit The temperature plummets to arctic cold (approximately
points, it must make a Constitution saving throw with a DC -60 F) , with freezing winds and 4 inches of snowfall every
of 5+the damage taken, unless the damage is radiant, from a
critical hit, or from a weapon imbued or created from a
hour. Outdoors, the affected area becomes difficult terrain
shard of truefrost. On a success, the zombie drops to 1 hit and is heavily obscured.
point instead. The Constitution saving throw DC to resist the effects of
extreme cold weather or the effects of being immersed in
Actions frigid water is equal to your spell save DC, instead of 10,
Multiattack. The zombie makes two claw attacks. and creatures that have resistance to cold damage, are
wearing cold weather gear or are naturally adapted to cold
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 6 (1d6 + 3) slashing damage plus 2 (1d4) cold damage,
climates do not automatically succeed on it. More similar,
and the target must succeed on a DC 10 Constitution saving natural effects may manifest in the affected area as at the
throw or have its speed reduced by 10 feet until the end of GM's discretion, and the saving throw DC to resist any of
its next turn. them is equal to your spell save DC.

10
Magical and nonmagical flames in the affected area are Glacial Breath
extinguished. No fire can be lit outdoors, and when a 1st-level evocation
creature attempts to cast a spell that deals fire damage or Classes: Druid, Sorcerer, Weaveknight, Wizard
creates a flame, it must succeed on a Wisdom saving Casting Time: 1 action
throw or the spell fails and has no effect. In addition, Range: Self (15-foot cone)
when a creature within the affected area rolls cold Components: V, S
damage, it deals maximum damage, instead of rolling. Duration: Instantaneous
Once the spell ends, the weather gradually returns to Holding your open palm under your chin, you exhale a
normal over 1d4 hours. freezing cold wind from your mouth. Each creature in a 15-
foot cone must make a Constitution saving throw. A creature
Flash Freeze takes 2d8 cold damage on a failed save, or half as much
4th-level evocation damage on a successful one. Creatures that fail their saving
Classes: Druid, Sorcerer, Weaveknight, Wizard throw also have their speed reduced by 10 feet until the end
Casting Time: 1 action of their next turn.
Range: 90 The cold from your breath freezes all nonmagical liquids in
Components: V the area that aren't being worn or carried.
Duration: Instantaneous At Higher Levels. When you cast this spell using a spell
You evoke a wave of freezing cold energy around a point of slot of 2nd level or higher, the damage increases by 1d8 for
your choice within range. Each creature in a 30-foot-radius each slot level above 1st.
sphere centered on that point must make a Constitution Hailstorm
saving throw. A creature takes 5d8 cold damage and is 5nd-level conjuration
restrained until the start of your next turn on a failed save, or
half as much damage and isn't restrained on a successful one. Classes: Druid
At Higher Levels. When you cast this spell using a spell Casting Time: 1 action
slot of 5th level or higher, the damage increases by 1d8 for Range: 120 feet
each slot level above 4th. Components: V, S
Duration: Concentration, up to 1 minute
Freezing Smite A dark cloud appears in the shape of a cylinder that is 100
3rd-level evocation feet tall with a 60-foot radius, centered on a point you can see
Classes: Paladin 100 feet directly above you. The spell fails if you can’t see a
Casting Time: 1 bonus action point in the air where the dark cloud appears (for example, if
Range: Self you are in a room that can’t accommodate the cloud). Until
Components: V the spell ends, heavy hail falls in the area under the cloud.
Duration: Concentration, up to 1 minute The area is heavily obscured, and exposed flames in the area
The next time you hit a creature with a melee weapon are doused.
attack during this spell’s duration, an icy burst erupts from The ground in the area is covered with slick ice, making it
your weapon, and the attack deals an extra 3d8 cold damage difficult terrain. When a creature enters the spell’s area for
to the target. Additionally, the target must succeed on a the first time on a turn or starts its turn there, it must make a
Constitution saving throw or be restrained until the spell Dexterity saving throw. On a failed save, it takes 2d8
ends. bludgeoning damage and 2d8 cold damage and falls prone.
A creature restrained by this spell makes another On a successful save, a creature takes half as much damage
Constitution saving throw at the end of each of its turns. On a and doesn't fall prone.
successful save, it is no longer restrained. As a bonus action on your turn, you can move the cloud up
to 60 feet.
Frozen Mantle At Higher Levels. When you cast this spell using a spell
1st-level abjuration slot of 6th level or higher level, the bludgeoning damage
increases by 1d8 for each slot level above 5th.
Classes: Druid
Casting Time: 1 action
Range: Self
Components: V, S, M (an ice cube)
Duration: 1 hour
A mantle of spectral frost surrounds you and your
equipment. You gain 5 temporary hit points for the duration.
While you have these temporary hit points, you also have
resistance against bludgeoning, piercing, and slashing
damage dealt by weapon attacks.
At Higher Levels. When you cast this spell using a spell
slot of 2nd level or higher, the temporary hit points increase
by 5 for each slot level above 1st.

11
Hypothermic Touch Ice Lance
1st-level necromancy 3rd-level conjuration
Classes: Cleric, Druid, Sorcerer, Warlock, Weaveknight, Classes: Sorcerer, Weaveknight, Wizard
Wizard Casting Time: 1 action
Casting Time: 1 action Range: 120 feet
Range: Touch Components: V, S
Components: V, S Duration: Instantaneous
Duration: Instantaneous You conjure pure frost, forming it into an icy spear, which
Make a melee spell attack against a creature you can reach. you hurl at a target within range. Make a ranged spell attack
On a hit, the target takes 3d8 cold damage and its speed is against the target. On a hit, the target takes 4d6 piercing
reduced to 0 until the end of its next turn. damage and 4d6 cold damage.
At Higher Levels. When you cast this spell using a spell In addition, a target that takes cold damage from this spell
slot of 2nd level or higher, the damage increases by 1d8 for has its speed reduced to 0 and can't take reactions until the
each slot level above 1st. end of its next turn.
At Higher Levels. When you cast this spell using a spell
Ice Block slot of 4th level or higher, both the piercing and cold damage
5th-level abjuration increase by 1d6 for each slot level above 3rd.
Classes: Sorcerer, Wizard Polar Ray
Casting Time: 1 reaction, which you take when you take 8th-level evocation
damage
Range: Self Classes: Druid, Sorcerer, Wizard
Components: V, S Casting Time: 1 action
Duration: Instantaneous Range: 120 feet
You create a frozen, protective shell around yourself, which Components: V, S
melts away at the start of your next turn. You gain 50 Duration: Instantaneous
temporary hit points, which take as much of the triggering You point your finger at a target you can see within range
damage as possible. Immediately after you take the damage, and unleash a bluish, icy ray towards it. Make a ranged spell
you gain vulnerability to fire damage, your speed is reduced attack against the target. On a hit, the target takes 10d8 + 40
to 0, and you are incapacitated. These effects, including any cold damage.
remaining temporary hit points, all end when the shell melts. In addition, a target that takes cold damage from this spell
At Higher Levels. When you cast this spell using a spell must succeed on a Constitution saving throw or become
slot of 6th level or higher, the temporary hit points increase petrified for 1 minute. A creature petrified by this spell makes
by 20 for each slot level above 5th. another Constitution saving throw at the end of each of its
turns. On a successful save, it is no longer petrified.
Ice Blast
2nd-level evocation Rime Blade
Classes: Druid, Sorcerer, Weaveknight, Wizard evocation cantrip
Casting Time: 1 action Classes: Sorcerer, Warlock, Wizard
Range: 90 feet Casting Time: 1 action
Components: V, S, M (a pinch of salt) Range: Self (5-foot radius)
Duration: Instantaneous Components: S, M (a melee weapon worth at least 1 sp)
The moisture in the air condenses into ice and then erupts Duration: 1 round
in a freezing burst at a point you choose within range. Each You brandish the weapon used in the spell’s casting and
creature in a 10-foot-radius sphere centered on that point make a melee attack with it against one creature within 5 feet
must make a Constitution saving throw. A creature takes 3d8 of you. On a hit, the target suffers the weapon attack’s normal
cold damage on a failed save, or half as much damage on a effects and then cold energy gathers around its body until the
successful one. start of your next turn. If the target makes an attack before
The ground in the area is covered with a thick layer of ice, then, the target takes 1d8 cold damage, and the spell ends.
and is considered difficult terrain until the start of your next At Higher Levels. At 5th level, the melee attack deals an
turn. extra 1d8 cold damage to the target on a hit, and the damage
At Higher Levels. When you cast this spell using a spell the target takes for making an attack increases to 2d8. Both
slot of 3rd level or higher, the damage increases by 1d8 for damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and
each slot level above 2nd. again at 17th level (3d8 and 4d8) .

12
Rimeblight Curse Winter's Crown
4th-level necromancy 7th-level conjuration
Classes: Cleric, Druid, Warlock, Wizard Classes: Druid, Sorcerer, Warlock, Wizard
Casting Time: 1 action Casting Time: 1 action
Range: Touch Range: Self
Components: V, S Components: V, S
Duration: 10 days Duration: 1 hour
Your touch inflicts rimeblight, the plague of the Winter A crown of azure ice appears around your head until the
Queen. Make a melee spell attack against a humanoid spell ends, as you call the elemental power of winter to your
creature within your reach. On a hit, you afflict the creature side. The crown sheds bright light in a 30-foot radius, and
with the magical curse known as rimeblight. While afflicted dim light for an additional 30 feet. While you are under open
with rimeblight, a creature loses any resistance it might have sky and wearing the crown, you can use a bonus action to
to cold damage. summon the northern lights in the sky, a ray of pure, cold
Every 24 hours for the duration, the target must make a light descending from them upon one creature or object
Constitution saving throw. On a failed save, it suffers one within 120 feet of you. When you do so, make a ranged spell
point of exhaustion. While afflicted with rimeblight, the attack. On a hit, the target takes 2d12 radiant damage and
target's exhaustion level can't be reduced by the target 2d12 cold damage.
finishing a long rest. After succeeding on three of these After you summon the northern lights seven times, the
saving throws, the creature recovers from rimeblight, and the crown thaws into cold air, and the spell ends.
spell ends. At Higher Levels. When you cast this spell using a spell
If the target dies while afflicted with rimeblight, it rises 24 slot of 8th level or higher, the number of times you can
hours later as a rimeblight zombie, unless it is restored to life summon the northern lights before the crown thaws
or its body is destroyed. increases by two for each slot level above 7th.
This magical curse can't be dispelled by effects such as
those of dispel magic, but any effect that can remove a Winter's Grasp
magical curse applies to it. 6th-level evocation
At Higher Levels. When you cast this spell using a spell Classes: Druid, Sorcerer, Warlock, Wizard
slot of 5th level or higher, the duration increases by two days Casting Time: 1 action
for each slot level above 4th. Range: 60 feet
Components: S
Rime Claw Duration: Concentration, up to 1 minute
2nd-level conjuration Raising your hand, you create icy claws that erupt from the
Classes: Druid, Sorcerer, Warlock, Weaveknight, Wizard ground around a creature of your choice within range. The
Casting Time: 1 bonus action target must make a Dexterity saving throw. On a successful
Range: Self save, the target takes 6d8 cold damage, and the spell ends.
Components: V, S On a failed save, the target takes 12d8 cold damage and the
Duration: Concentration, up to 1 minute icy claws close around it, forming a solid block of ice in which
You evoke chilling frost, which encases your hand up to the target is encased. The block completely covers the space
your elbow, in the form of an icy, clawed gauntlet. This magic around the target and is transparent, but nothing can
gauntlet lasts until the spell ends and can't be removed from physically pass through it. While encased in the block, the
your hand against your will. You can perform the somatic target is restrained and takes 6d8 cold damage at the end of
components of spells with the hand around which the each of its turns.
gauntlets forms, provided that you aren't holding another The block is an object that can be damaged and thus
weapon or a shield with it. breached. It has AC 15 and 50 hit points, and it is vulnerable
The gauntlet counts as a simple melee weapon with which to fire damage. A creature that touches the block or hits it
you are proficient. It deals 2d8 cold damage on a hit and has with an attack while within 5 feet of it takes 6d8 cold
the finesse and reach properties. When you attack with the damage.
gauntlet, you can use your spellcasting ability modifier, At Higher Levels. When you cast this spell using a spell
instead of Strength or Dexterity modifier for the attack and slot of 7th level or higher, the damage the block deals to the
damage rolls. target when it appears increases by 2d6, and the damage
If you drop the gauntlet or throw it, it dissipates at the end from touching the block or hitting it with an attack while
of the turn. Thereafter, while the spell persists, you can use a within 5 feet of it increases by 1d6 for each slot level above
bonus action to cause the gauntlet to reappear in your hand. 6th.
At Higher Levels. When you cast this spell using a 3rd- or
4th-level spell slot, the damage increases to 3d8. When you This work is unofficial Fan Content permitted under the
cast it using a 5th- or 6th-level spell slot, the damage Fan Content Policy. Not approved/endorsed by Wizards.
increases to 4d8. When you cast it using a spell slot of 7th Portions of the materials used are property of Wizards of the
level or higher, the damage increases to 5d8. Coast. ©Wizards of the Coast LLC.

13
License 6. Notice of License Copyright: You must update the COPYRIGHT
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may be applied to any Open Game Content distributed using
this License. 15. COPYRIGHT NOTICE Open Game License v 1.0a Copyright
3. Offer and Acceptance: By Using the Open Game Content You 2000, Wizards of the Coast, LLC. System Reference Document
indicate Your acceptance of the terms of this License. 5.1 Copyright 2016, Wizards of the Coast, LLC.; Authors Mike
Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson,
4. Grant and Consideration: In consideration for agreeing to use Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell,
this License, the Contributors grant You a perpetual, worldwide, Chris Sims, and Steve Townshend, based on original material by
royalty-free, nonexclusive License with the exact terms of this E. Gary Gygax and Dave Arneson.
License to Use, the Open Game Content.
5. Representation of Authority to Contribute: If You are Champions of the Frozen North v.1.0 Copyright 2022, Chronicle
of Heroes
contributing original material as Open Game Content, You
represent that Your Contributions are Your original Creation END OF LICENSE
and/or You have sufficient rights to grant the rights conveyed by
this License.

14
Champions of the
Frozen North
Tread the endless rime covered wastes of
northern Kyrmoria harnessing the might of
truefrost as an invincible champion with this
new compendium. And beware, heroes, for the
Winter Queen's wrath shall test you all.

Created by u/ChronicleOfHeroes
Disclaimer: We don't own any of this wonderful
art, except the Symbol of Esimvra we 've
commissioned! We urge you to check out the
great artists credited below, and support them
in any way possible!
Art Credits in order of appearance:
Front Cover: Savage Ice 2 - Daryl Mandryk
Page 2: --Barbarian-- yvanquintet
Page 3: Man of the North - Toni Justamante
Jacobs
Page 4: Conor Burke
Page 5: Olie Art - Commissioned by
ChronicleOfHeroes
Page 7: Ice Titan from Hercules dinsey movie -
MorkarDFC
Page 8: Of the Void - thienbao
Page 9: prateice - Mu batian 穆霸天
Page 10: Lost Time- Stepan Alekseev
Back Cover: Ice Queen- - G I I H -

If you like our work, you can find even more


of our homebrew material and support us
through our Patreon .

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