Ring of Frost and Ice (5e Equipment)

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Ring, legendary (requires attunement)

Ring of Frost and Ice, Frozen Soul Legendary - This ring must be attuned to the owner before use. The ring freezes part of the owners soul allowing it to be found anywhere the closer the owner is to it the warmer they will get. If the ring is ever broken or destroyed the owner's soul will freeze entirely and can only be cured by a curse removal spell. This ring has 10 charges and regains 1d6 + 3 expended charges daily at dawn. The wearer can cast the following spells (Note – All referenced spell saves are against a DC 15. All spell attacks are made with a +7 bonus.):

Frost Bolt – Costs 1 charge Evocation cantrip

Casting time: 1 action Range: 120 feet Components: V, S Duration: Instantaneous

You hurl a ball of magical frost at a creature or object within range. Make a ranged spell attack (+7 to hit) against the target. On a hit, the target takes 1d10 cold damage. This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

Frostbite – Costs 1 charge A Elemental Evil spell Evocation Level: Cantrip Casting time: 1 Action Range: 60 feet Components: V, S Duration: Instantaneous You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw (DC 15). On a failed save, the target takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Ice Shards – Costs 1 charge Evocation cantrip Casting time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous Choose a point in range. Shards of ice rain on creatures in a 5-foot radius sphere centered on the point. Each creature in this radius must succeed on a Dexterity save (DC 15) or take 1d4 cold damage. This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

Ice Wave – Costs 2 charges 1st-level evocation Casting time: 1 action Range: Self (15-foot cone) Components: V, S Duration: Instantaneous After you touch the ground, a thin sheet of ice rapidly extends forth in a 15-foot cone, then ruptures, causing spikes of ice to launch skyward. Each creature in the cone must make a Dexterity saving throw (DC 15). A creature takes 3d6 cold damage on a failed save, or half as much on a successful one.

Frostfire bolt – Costs 3 charges 2nd-level evocation Casting time: 1 action Range: 120 feet. Components: V, S Duration: Instantaneous You summon a glowing bolt of burning, smoking, purple ice that impales, freezes, and scorches your foes. A flaming spear of ice bursts forth from your hand, scorching and impaling the target. Make a ranged spell attack (+7 to hit) against the target creature in range. On a hit, that creature takes 3d6 fire damage and 3d6 cold damage. This damage is considered piercing, in addition to its regular elemental types. Targets that are hit by this spell must make a Constitution saving throw (DC 15) or have their speed reduced by 10 feet for 1d4 rounds. targets already slowed by this spell cannot be slowed by it again while currently slowed. This spell ignites flammable objects.

Froststrike – Costs 3 charges Evocation cantrip Casting time: 1 bonus action Range: Self Components: V,M (a small block of ice or other frozen liquid) Duration: Instantaneous You enhance your next attack with the bitter cold of ice itself. The next time you make a melee weapon attack against a creature, you can use your spellcasting ability modifier instead of your Strength modifier when calculating the attack and damage rolls. In addition, the targeted creature's speed is reduced by 10 feet and the attack deals cold damage instead of its normal damage type. You do not receive these bonuses if you do not take the attack action during the turn you cast this spell, as the cold ice around the blade disperses. The amount that the targeted creature deducts from its speed increases when you reach the 5th level (15 feet), 11th level (20 feet), and 17th level (30 feet).

Frostball – Costs 4 charges 3rd-level evocation Casting time: 1 action Range: 150 feet Components: V, S, M (a small snowflake) Duration: Instantaneous A small ball of blue and white energy leaves the point of your finger and upon impact explodes, giving a large, sharp sound and covering the area with a snow-like surface. Each creature on a 20-foot-radius sphere centered on that point must make a Dexterity saving throw (DC 15). A target takes 8d6 cold damage on a failed save, or half as much damage on a successful one. Failing or not, each creature that tries to move for the first time on that area until the end of your next turn must make a Dexterity saving throw (DC 15) or slip on the ice coating and get knocked prone.

Frostwave – Costs 4 charges 1st-level evocation Casting time: 1 action Range: Self (10-foot circle or 15-foot cone) Components: V, S Duration: Concentration, up to 1 minute A spray of crystal laden cold sweeps out from you to deter movement. When casting this spell, you choose whether to affect a 10-foot circle centered on you or a 15-foot cone in front of you. For the duration, this ice turns the ground in the area into difficult terrain. A creature of Medium size or smaller in the area when you cast the spell must succeed on a Strength saving throw (DC 15) or be restrained by the frost until the spell ends. A creature restrained by the frost can use its action to make a Strength check against your spell save DC. On a success, it frees itself. Prone creatures have disadvantage on the save and the check. When the spell ends, the frost dissipates harmlessly.

Ice Beam – Costs 4 charges 5th-level evocation Casting time: 1 Action Range: 60 feet Components: V,S Duration: Instantaneous A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell Attack (+7 to hit) against the target. On a hit, it takes 7d10 cold damage, and its speed is reduced by 10 feet until the start of your next turn.

Ice Eruption – Costs 4 charges 3rd-level evocation Casting time: 1 action Range: 150 feet Components: V,S,M (a splash of water) Duration: Concentration, Up to 1 minute A bright streak flashes from your pointing finger or a blue ball from your mouth to a point you choose. Ice spreads across the ground in a 30-foot square starting from a point within range. For the duration, the ice turn the ground in the area into difficult terrain. Each creature in the area when you cast the spell must make a Dexterity saving throw (DC 15). A target takes 3d6 cold damage on a failed save, or half as much damage on a successful one If a creature enters the spell’s area for the first time on a turn or starts its turn there the ground erupts in a blossom of ice spikes dealing 2d6 cold damage.

Ice Spear – Costs 4 charges 3rd-level evocation Casting time: 1 action Range: 120 feet Components: V, S, M (a vial of water, handful of snow, or small ice cube) Duration: instantaneous A frozen spear of ice pierces through a line 30 feet long by 5 feet wide starting at a point in range that you can see. Each creature in the line must make a Dexterity saving throw (DC 15). A creature takes 6d8 cold damage on a failed save, or half as much damage on a successful one.

Frozen Tomb – Costs 6 charges 8th-level evocation Casting time: 1 action Range: 80 Components: V, S Duration: Instant The spell encases the target enemy or yourself in ice. If you target youself, you are immune to all forms of damage during this duration and are paralyzed for two rounds. If you choose an enemy, they must make a CON saving throw (DC 15), taking 10d10 frost damage on a failed save and half as much on a successful one. If the creature fails their saving throw, they are paralyzed for two rounds. Enemies within 15 feet must make a DEX saving throw (DC 15). On a failed save, they take 10d10 frost damage and their movement is reduced to 10 ft. They take half as much on a successful save and their movement is not impaired. Flying or floating enemies are immune to the movement effect.


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