Frozen Defense
The DM
Frozen Defense
5-level Abjuration
Casting Time: 1 Reaction, which you take when you are hit by a melee attack
Range/Area: Self
Components: Verbal Somatic Material
Materials: A tiny silver figurine, worth at least 50 gp, which the spell consumes.
Duration: Concentration, up to 1 minute
You channel the frozen air of Stygia through yourself to ward off harm, encasing yourself and others in ice.
When you cast this spell, you entomb yourself in ice, which melts away at the end of your next turn. You gain immunity to nonmagical bludgeoning, piercing, and slashing damage, resistance to magical bludgeoning, piercing, and slashing damage, immunity to cold and poison damage, and vulnerability to fire damage. You also gain 50 temporary hitpoints. Immediately after the triggering attack is resolved, your speed is reduced to 0 and you are restrained and incapacitated. These effects, including any remaining temporary hitpoints, all end when the ice melts.
In addition, each creature within 10 feet of you must make a Constitution Saving Throw. The creature that struck you has disadvantage on this saving throw. On a failure, the creature takes 6d6 cold damage, and its speed is reduced by 30 feet. The creature may repeat the saving throw at the end of each of its turns, ending the effect on itself on a success
At higher levels: When you cast this spell using a spell slot of 6th level or higher, the range of the secondary effect is increased by 5 ft, the damage of the secondary effect is increaced by 1d6, and the number of temporary hitpoints you gain is increased by 5 for each slot level above 5th. Available for: Sorcerer, Warlock, Wizard
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