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Snow Witch’s Embrace

Wondrous item, rare (requires attunement)

Component: Giant (frost) hair

An extra pair of arms can come in very handy, but unfortunately, these are awful at giving hugs and handshakes—unless you enjoy the feeling of a thousand ice cubes sliding slowly down your spine, that is.

These robes have 8 charges and regain 1d6 + 2 expended charges daily at dawn.

Spells. While wearing these robes, you can expend 1 or more of their charges to cast one of the following spells from it (save DC 15): cone of cold (5 charges), freezing beam* (3 charges), ice moon* (1 charge), ice storm (4 charges), or witch’s frostmoon* (5 charges).

Winter’s Guidance. While wearing these robes, you can use a bonus action to manifest two additional arms made of pure frost under your own, which last until you dismiss them with another bonus action. Each arm can carry no more than 10 pounds, and you can use them to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. In addition, you can use the arms to perform the somatic components for a spell. If you do and the spell deals damage, you can expend 1 charge to change the damage the spell deals to cold damage.

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Uncommon variant: Reduce the charges to 5, the recharge to 1d4 + 1, and the DC to 13. Remove cone of cold, ice storm, and witch’s frostmoon from the Spell property’s list of spells.

Very rare variant: Increase the DC to 16. Add the avalanche* spell (6 charges) to the Spells property’s list of spells. While wearing these robes, you have resistance to cold damage.

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New Spells

Avalanche

6th-level conjuration

Casting Time: 1 action

Range: 300 feet

Components: V, S, M (a melted snowflake)

Duration: Instantaneous

Class: Druid, Sorcerer, Wizard

You conjure a landslide of snow and ice that crashes down on an area within range. The area can be up to 60 feet long, up to 20 feet wide, and up to 20 feet tall. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 6d10 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone. A 10-foot-thick layer of snow then persists in the area, acting as difficult terrain for 1 minute, after which it melts. Each 5-foot-cube can be melted by being dealt 5 fire damage.

A creature that failed the saving throw or that was prone in the area when the spell was cast is restrained beneath this snow layer. At the start of each of its turns, it must succeed on a Constitution saving throw or take 3d6 cold damage. A creature restrained in this way that uses its action to make a successful Strength (Athletics) check against your spell save DC can move up to 10 feet through the snow on a success.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the initial and ongoing damage increases by 1d10 and 1d6, respectively, for each slot level above 6th.

Freezing Beam

3rd-level evocation

Casting Time: 1 action

Range: Self (100-foot line)

Components: V, S, M (a glacial pebble)

Duration: Instantaneous

Class: Sorcerer, Wizard

An invisible beam of subzero, draining cold rushes out from you in a 5-foot-wide, 100-foot-long line in a direction you choose. Each creature in the line must make a Dexterity saving throw. On a failed save, a creature takes 6d6 cold damage and its speed is halved until the end of its next turn. On a successful saving throw, a creature takes half as much damage and its speed isn’t reduced.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

Ice Moon

1st-level conjuration

Casting Time: 1 action

Range: Self (30-foot line)

Components: V, S, M (a snowflake)

Duration: Instantaneous

Class: Bender (water), Druid, Sorcerer, Warlock, Wizard

You form a curving blade of ice and project it forward in an eviscerating rush. Each creature in a 5-foot-wide, 30-foot-long line must make a Dexterity saving throw. On a failure, a creature takes 1d6 slashing damage and 1d6 cold damage, and its speed is reduced by 10 feet until the end of its next turn. On a success, a creature takes half as much damage and its speed is unaffected.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

Witch’s Frostmoon

5th-level evocation

Casting Time: 1 action

Range: 60 feet (20-foot-radius sphere)

Components: V, S, M (a porcelain doll)

Duration: Instantaneous

Class: Druid, Sorcerer, Warlock, Wizard

You create an icy moon, which floats to a point within range and erupts in a whirlwind of frost. Each creature in a 20-foot-radius sphere centred on that point must make a Dexterity saving throw. On a failure, a creature takes 6d8 cold damage, and any spell of 3rd level or lower on it is dispelled. On a success, a creature takes half as much damage and spells on it aren’t dispelled. In addition, any spell of 3rd level or lower affecting an area that extends into this spell’s area is dispelled.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 and the level of spell that the area dispels increases by 1 for each slot level above 5th.

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