TEXT: MIKE WELHAM
  19
  
  2
  Credits
  Design: Mike Welham
  Development & Editing: Steve Winter
  Art Director & Graphic Design: Marc Radle
  Cover Art: Marcel Mercado
  Interior Art: Marcel Mercado
  Publisher: Wolfgang Baur
  Kobold Press, Midgard, Open Design, and their associated logos are trademarks of Open Design.
  Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License 
  version 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters, 
  place names, new deities, etc.), dialogue, plots, story elements, locations, characters, artwork, sidebars, and trade dress. 
  (Elements that have previously been designated as Open Game Content are not included in this declaration.)
  Open Game Content: The Open content in this book includes the Blizzard's Heart primal path, the Frozen One warlock 
  patron, and the Winter Magic spells. No other portion of this work may be reproduced in any form without permission.
  © 2019 Open Design 
  www.koboldpress.com
  Winter 
  
  3
  inter has considerable power regardless of 
  how it presents itself. In its most obvious 
  mantle of power, it is snow and ice driven by howling 
  wind that reduces visibility to nothing and covers 
  everything in a frozen shell. Just as dangerous as 
  this obvious display of power is winter’s deceptively 
  beautiful form, when an ineffective sun shines 
  brightly on a serene tableau of glistening trees and 
  smooth, powder-coated landscapes. Those who travel 
  unprepared through this misleading peacefulness end 
  up blinded or frozen thanks to the heatless sunlight.
  Winter Magic
  19
  
  4
  Clerical Domain: 
  Winter
  Nearly every part of the world must deal with a 
  change in temperature and the coming of winter. 
  Nowhere is this more evident than in the extreme 
  north and extreme south, where winter is a pervasive 
  part of life. As civilization expands into inhospitable 
  terrain and environments, its reliance increases on 
  divine providence to ensure survivability.
  Good-aligned clerics appeal to winter deities such 
  as Boreas to spare their people the worst of bitter 
  cold, storms that last for days, and other calamities 
  caused by weather. They couch the onset of winter 
  as necessary for strengthening their people and as a 
  respite from toil, pointing to the peacefulness of the 
  frozen, snow-draped landscape. Evil clerics embrace 
  the storms and brutal conditions and even enhance 
  them to advance their deities’ agendas and to spread 
  fear through their enemies.
  WINTER DOMAIN SPELLS
  Cleric Level Spells
  1st
  breathtaking wind*, icicle daggers*
  3rd
  creeping ice*, gust of wind
  5th
  sleet storm, steal warmth*
  7th
  fusillade of ice*, ice storm
  9th
  clash of glaciers*, cone of cold
  * see “Winter Magic Spells”
  A COLD WIND
  At 1st level, you learn the ray of frost cantrip and you 
  gain proficiency in the skills Nature and Survival.
  CHANNEL DIVINITY: SNOW WALKER
  Starting at 2nd level, you can use your Channel 
  Divinity to grant yourself the ability to walk on the 
  surface of snow, ignoring any movement penalties it 
  would normally cause. Ice supports your weight no 
  matter how thin the ice is, and you can travel on it as 
  if you’re wearing ice skates. You still leave tracks on 
  snow and ice.
  Additionally, in snowy environments, your vision 
  is not impaired by snow and you have advantage on 
  Dexterity (Stealth) checks to hide.
  DEEP COLD
  Beginning at 6th level, when you deal cold damage 
  to a creature, it must make a successful Constitution 
  saving throw against your spell save DC or it can't use 
  reactions until the start of your.
  Primal Path: 
  Blizzard’s Heart
  Only the hardiest of folk can survive the near constant 
  wintry weather that besets the Northlands. Among 
  them, barbarians following the Path of the Blizzard’s 
  Heart dance to the wind and swirling snow in mighty 
  winter storms. When rage takes them, they whirl in 
  a similar fashion to these storms. Even when they 
  are calm, they barely conceal the danger beneath 
  their surface, much like winter seems tranquil after a 
  devastating snowstorm.
  STINGING SNOW
  Starting when you choose this path at 3rd level, while 
  you rage, snow swirls around you in your space. You 
  can see through the snow to make melee attacks 
  without penalty, but you have disadvantage on ranged 
  attacks. Other creatures that rely on sight have 
  disadvantage on ranged attacks against you, and you 
  have +2 AC against melee attacks.
  OMEN OF STORMS
  Beginning at 6th level, you can cast sleet storm, 
  centered on yourself, once. You are immune to the 
  spell’s effects. The save DC for this spell equals 8 + 
  your proficiency bonus + your Wisdom modifier. You 
  must finish a long rest before using this ability again.
  ICY BLOWS
  Beginning at 10th level, while raging, your melee 
  weapon attacks deal additional cold damage equal to 
  your Wisdom modifier.
  WHIRL OF ICE
  Starting at 14th level, while raging, you can use your 
  action to make a melee attack against any number of 
  creatures within 5 feet of you. Make separate attack 
  and damage rolls for each target.
  
  5
  Deep Magic Winter Magic
  DIVINE STRIKE
  At 8th level, you gain the ability to infuse your weapon 
  strikes with divine energy. Once on each of your turns 
  when you hit a creature with a weapon attack, you 
  can cause the attack to deal an extra 1d8 cold damage 
  to the target. When you reach 14th level, the extra 
  damage increases to 2d8.
  BRINGER OF WINTER’S WRATH
  Starting at 17th level, you gain resistance to cold. 
  Additionally, you can use your action to surround 
  yourself with swirling snow that fills a 20-foot radius. 
  All other creatures have disadvantage on Wisdom 
  (Perception) checks and attack rolls against you. 
  Creatures other than you inside the snow-filled area 
  have disadvantage on saving throws against magic 
  that deals cold damage. The swirling snow lasts for 1 
  minute or until you dismiss it as a bonus action.
  Warlock Patron:  
  The Frozen One
  Your patron is the embodiment of winter. This is 
  typically a mask of Boreas, but powerful ice maidens, 
  ice devils, and other creatures associated with the cold 
  can serve as patrons.
  Your patron seeks to immerse the world in eternal 
  winter or bring about some similar fate. While you 
  may not share this goal, you have sworn fealty to 
  this being and you act as its agent to spread winter 
  wherever you roam.
  EXPANDED SPELL LIST
  The Frozen One lets you choose from an expanded list 
  of spells when you learn a warlock spell. The following 
  spells are added to the warlock spell list for you.
  Spell Level
  Spells
  1st
  create or destroy water, fog cloud
  2nd
  blur, ice hammer*
  3rd
  protection from energy (cold only),  
  sleet storm
  4th
  ice storm, wintry glide*
  5th
  cone of cold, ice fortress*
  * see “Winter Magic Spells”
  DEFLECTIVE ICE
  Starting at 1st level, you can bring a small chunk of 
  ice to your aid. As a reaction when a creature makes 
  a weapon attack against you, the ice shields you from 
  the attack. The creature has disadvantage on its attack 
  roll. Regardless of the result of the attack, the ice 
  melts away immediately afterward. Once you use this 
  feature, you can’t use it again until you finish a short 
  or long rest.
  FROZEN PATH
  Beginning at 6th level, as part of your move for 1 
  turn, you can leave a layer of ice on the ground along 
  your path. This ice persists for 1 minute. A creature 
  other than you that enters a space of ice must make a 
  successful Dexterity saving throw against your spell 
  save DC or fall prone in that space. Once you use this 
  feature, you can’t use it again until you finish a short 
  or long rest.
  ICY BODY
  Beginning at 10th level, your skin takes on an icy 
  sheen. You are immune to cold damage, and you have 
  advantage on Strength and Dexterity checks you make 
  to escape from being grappled.
  WINTRY BLAST
  Starting at 14th level, you can designate a creature you 
  see within 60 feet of you. It must make a Constitution 
  saving throw against your warlock spell save DC. If 
  it fails, it feels numbing cold emanating from your 
  patron. The creature takes 10d10 cold damage and 
  must make another Constitution saving throw. If 
  the second saving throw fails, the creature is also 
  restrained for 1 minute. A restrained creature repeats 
  the saving throw at the end of its turn, ending the 
  restraint on a success. You must complete a short or 
  long rest before using this feature again.
  PACT BOON
  Pact of the Blade. Your pact weapon has a patina of ice 
  and small icicles dangle from it. When you create or 
  summon your pact weapon, you can choose whether it 
  does its standard damage type or cold damage.
  Pact of the Chain. When you conjure your familiar or 
  change its form, you can choose the form of an ice 
  mephit in addition to the usual options granted by 
  the pact boon. When you use your action to command 
  your mephit familiar to attack, it can use its breath or 
  cast an innate spell instead.
  Pact of the Tome. Your book is formed from 
  rune-etched sheets of ice that are cold to the touch to 
  everyone but you. The book is immune to cold damage.
  
  6
  ELDRITCH INVOCATIONS
  The following invocations are available to Frozen One 
  warlocks.
  BOREAL AURA
  Prerequisite: 3rd level, Frozen One patron
  Ice and snow cascade around you. As long as you 
  maintain concentration, your melee attacks do an 
  additional 1d6 cold damage. Attackers within 5 feet of 
  you who hit you in melee take 1d6 cold damage.
  HORRIFIC WINTRY VISAGE
  Prerequisite: 5th level, Frozen One patron
  You can cast sculpt snow once using a warlock slot. 
  Creatures that see your sculpture for the first time 
  must make a successful Wisdom saving throw against 
  your spell save DC or become frightened of the 
  sculpture for 1 round. You must finish a long rest 
  before using this invocation again.
  Rune Ritual: 
  Fimbulwinter’s Advent
  In keeping with the Cult of Ragnarok’s scheme 
  to persuade people of the Northlands about the 
  approaching end times, this ritual deluges an area in 
  sustained wintry weather. This weather kills livestock 
  and unprepared people and buries the location under 
  tons of snow and ice.
  Creatures with Rune Mastery (hagalaz or isaz; see 
  Deep Magic 2: Rune Magic) learn the Fimbulwinter’s 
  advent ritual as a rune mastery power at 11th level.
  FIMBULWINTER’S ADVENT
  Transmutation ritual
  Casting Time: 4 hours
  Range: 1 mile
  Components: V, S, M (an animal from the target 
  area killed with cold damage during the ritual, plus 
  diamonds worth at least 500 gp)
  Duration: up to 7 days
  This ritual calls upon one of Boreas’s agents to inflict 
  disastrous winter weather on a settlement for up to 
  a week. Inscribing a circle of runes and sacrificing 
  an animal from the settlement by freezing it to 
  death within the circle creates a sympathetic link to 
  the settlement in which the animal lived. A massive 
  storm builds over the ritual site and moves toward the 
  linked settlement. The caster can specify the amount 
  of time the storm spends around the affected area.
   For the duration of the storm, the temperature 
  in the area drops to below freezing and the wind 
  averages 40 miles per hour. Snow and ice fall steadily, 
  accumulating 1 foot on the ground per day. For every 
  10 minutes a creature spends outside in the storm, 
  it must make a successful Constitution saving throw 
  against your spell save DC or take 2d6 cold damage 
  and gain one level of exhaustion. Cold-weather 
  clothing provides no protection against this effect, 
  but immunity or resistance to cold does.
  After the storm subsides, the snow and ice it leaves 
  behind melts at the rate of 6 inches per day of above-
  freezing temperature.
  Winter Magic  
  Spell List
  1ST LEVEL
  Breathtaking Wind
  Icicle Daggers
  Snowy Coat
  Thin the Ice
  2ND LEVEL
  Creeping Ice
  Ice Hammer
  Sculpt Snow
  Sheen of Ice
  Snow Fort
  3RD LEVEL
  Chilling Words
  Frostbitten Fingers
  Protective Ice
  Steal Warmth
  4TH LEVEL
  Evercold
  Fusillade of Ice
  Wintry Glide
  5TH LEVEL
  Clash of Glaciers
  Freeze Blood
  Ice Fortress
  6TH LEVEL
  Winterdark
  
  7
  Deep Magic Winter Magic
  Winter Magic Spells
  BREATHTAKING WIND
  1st-level evocation (druid, ranger, sorcerer, warlock, wizard)
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S
  Duration: Concentration, up to 1 minute
  You target a creature with a blast of wintry air. That 
  creature must make a successful Constitution saving 
  throw or become unable to speak or cast spells with a 
  vocal component for the duration of the spell.
  CHILLING WORDS
  3rd-level enchantment (sorcerer, warlock, wizard)
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S, M (a frozen strip of paper with 
  any writing on it)
  Duration: Concentration, up to 8 hours
  You choose a phrase that freezes the blood of a 
  target creature. The target must make a successful 
  Wisdom saving throw when chilling words is cast. On 
  a successful saving throw, the spell has no effect. On 
  a failed saving throw, the target is susceptible to the 
  phrase for the duration of the spell.
  When a susceptible target hears the phrase, it must 
  make a successful Constitution saving throw or take 
  1d6 cold damage and become restrained for 1 round. 
  Whether the Constitution saving throw succeeds or 
  fails, the target can’t be affected by the phrase for 1 
  minute afterward. Once a creature utters the phrase to 
  the target, that creature can’t affect the target with the 
  phrase for the spell’s duration.
  You also have the option to make a final utterance 
  of the phrase (even if you’ve used the phrase on this 
  target previously). On hearing the final utterance, the 
  target takes 4d6 cold damage and is restrained for 
  1 minute; or, with a successful Constitution saving 
  throw, it takes half damage and is restrained for 1 
  round. After this final utterance, the spell ends.
  CLASH OF GLACIERS
  5th-level evocation (druid, sorcerer, warlock, wizard)
  Casting Time: 1 action
  Range: Self (100-foot line)
  Components: V, S, M (a piece of cracked glass)
  Duration: Instantaneous
  Ice streaks from your fingers and forms two long 
  blocks that smash together, crushing creatures in a 
  line 100 feet long. Each creature in the area takes 5d6 
  bludgeoning damage plus 5d6 cold damage, or half 
  damage with a successful Dexterity saving throw.
  At Higher Levels. When you cast this spell using a 
  spell slot of 6th level or higher, the damage increases 
  by 1d6 for each slot level above 5th. You decide 
  whether each extra die does bludgeoning or cold 
  damage.
  CREEPING ICE
  2nd-level conjuration (druid, ranger, sorcerer, warlock, 
  wizard)
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S
  Duration: Concentration, up to 1 minute
  You create a sheet of ice that covers a 5-foot square 
  within range and lasts for the spell’s duration. The iced 
  area is difficult terrain.
  A creature in the area when you cast the spell 
  must make a successful Strength saving throw or be 
  restrained by ice that rapidly encases it. A creature 
  restrained by the ice takes 2d6 cold damage at the start 
  of its turn. A restrained creature can use an action to 
  make a Strength check against your spell save DC, 
  freeing itself on a success, but it has disadvantage on 
  this check. The creature can also be freed (and the spell 
  ended) by inflicting at least 20 fire damage on the ice. 
  The restrained creature takes half damage from fire 
  attacks against the ice.
  At Higher Levels. When you cast this spell using a 
  spell slot of 4th level or higher, the area increases to a 
  10-foot square, the ice deals 4d6 cold damage, and 40 
  fire damage is needed to melt it. When you cast this 
  spell using a spell slot of 7th level or higher, the area 
  increases to a 20-foot square, the ice deals 6d6 cold 
  damage, and a total of 60 fire damage is needed to 
  melt it.
  EVERCOLD
  4th-level necromancy (sorcerer, warlock, wizard)
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S, M (an insect that froze to death)
  Duration: Until dispelled
  You target a creature within the spell’s range, and 
  that creature must make a successful Wisdom saving 
  throw or take 1d6 cold damage. In addition, the target 
  is cursed to feel as if it’s exposed to extreme cold. 
  For the duration of evercold, the target must make a 
  successful DC 10 Constitution saving throw at the 
  end of each hour or gain one level of exhaustion. The 
  
  8
  target has advantage on the hourly saving throws if 
  wearing suitable cold-weather clothing, but it has 
  disadvantage on saving throws against other spells 
  and magic that deal cold damage (regardless of its 
  clothing) for the spell’s duration.
  The spell can be ended by its caster or by dispel magic 
  or remove curse.
  FREEZE BLOOD
  5th-level transmutation (sorcerer, warlock, wizard)
  Casting Time: 1 action
  Range: Touch
  Components: V, S
  Duration: Concentration, up to 1 minute
  When you cast freeze blood as a successful melee spell 
  attack against a living creature with a circulatory 
  system, the creature’s blood freezes. For the spell’s 
  duration, the affected creature’s speed is halved and 
  it takes 4d10 cold damage at the beginning of your 
  turns. If the creature takes bludgeoning damage from 
  a critical hit, the attack’s damage dice are rolled three 
  times instead of twice. An affected creature repeats 
  the saving throw at the end of its turn, ending the 
  effect on a success.
  FROSTBITTEN FINGERS
  3rd-level transmutation (druid, ranger, sorcerer, warlock, 
  wizard)
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S, M (a patch of frostbitten skin)
  Duration: Concentration, up to 1 hour
  You fire a ray of intense cold that instantly induces 
  frostbite. With a successful ranged spell attack, 
  this spell causes one of the target’s hands to lose 
  sensation. When the spell is cast, the target must 
  make a successful Dexterity saving throw to maintain 
  its grip on any object with the affected hand. The 
  saving throw must be repeated every time the target 
  tries to manipulate, wield, or pick up an item with 
  the affected hand. Additionally, the target has 
  disadvantage on Dexterity and Strength checks that 
  require the use of both hands.
  After every 10 minutes of being affected by 
  frostbitten fingers, the target must make a successful 
  Constitution saving throw or take 1d6 cold damage 
  and lose one of the fingers on the affected hand, 
  beginning with the pinkie.
  FUSILLADE OF ICE
  4th-level evocation (ranger, sorcerer, warlock, wizard)
  Casting Time: 1 action
  Range: Self (30-foot cone)
  Components: V, S, M (a dagger shaped like an icicle)
  Duration: Instantaneous
  You unleash a spray of razor-sharp ice shards. 
  Creatures in the 30-foot cone take 4d6 cold damage 
  and 3d6 piercing damage, or half damage with a 
  successful Dexterity saving throw.
  At Higher Levels. When you cast this spell using a 
  spell slot of 5th level or higher, the damage increases 
  by your choice of 1d6 cold damage or 1d6 piercing 
  damage for each slot level above 4th. You can make 
  a different choice (cold damage or piercing damage) 
  for each slot level above 4th. Casting this spell with a 
  spell slot of 6th level or higher increases the range to a 
  60-foot cone.
  ICE FORTRESS
  5th-level conjuration (cleric, sorcerer, wizard)
  Casting Time: 1 minute
  Range: 60 feet
  Components: V, S, M (a miniature keep carved from 
  ice or glass that is consumed in the casting)
  Duration: Until dispelled or destroyed
  A gleaming fortress of ice springs from a square area 
  of ground that you can see within range. It is a 10-foot 
  cube (including floor and roof). The fortress can’t 
  overlap any other structures, but any creatures in 
  its space are harmlessly lifted up as the ice rises into 
  position. The walls are made of ice (AC 13), have 120 
  hit points each, and are immune to cold, necrotic, 
  poison, and psychic damage. Reducing a wall to 0 
  hit points destroys it and has a 50 percent chance to 
  cause the roof to collapse. A damaged wall can be 
  repaired by casting a spell that deals cold damage on 
  it, on a point-for-point basis.
  Each wall has two arrow slits. One wall also 
  includes an ice door with an arcane lock. You designate 
  at the time of the fort’s creation which creatures can 
  enter the fortification. The door has AC 18 and 60 hit 
  points, or it can be broken open with a successful DC 
  25 Strength (Athletics) check (DC 15 if the arcane lock 
  is dispelled).
  The fortress catches and reflects light so that 
  creatures outside the fortress who rely on sight have 
  disadvantage on Perception checks and attack rolls 
  made against those within the fortress, if it’s in an 
  area of bright sunlight.
  At Higher Levels. When you cast this spell using a 
  spell slot of 6th level or higher, you can increase the 
  
  9
  Deep Magic Winter Magic
  length or width of the fortification by 5 feet for every 
  slot level above 5th. You can make a different choice 
  (width or length) for each slot level above 5th.
  ICE HAMMER
  2nd-level conjuration (cleric, ranger)
  Casting Time: 1 action
  Range: Self
  Components: V, S, M (a miniature hammer carved 
  from ice or glass)
  Duration: Concentration, up to 1 hour
  When you cast ice hammer, a warhammer fashioned 
  from ice appears in your hands. This weapon 
  functions as a standard warhammer in all ways, and it 
  deals an additional 1d10 cold damage on a hit. You can 
  drop the warhammer or give it to another creature.
  The warhammer melts and is destroyed when it or 
  its user accumulates 20 or more fire damage.
  At Higher Levels. When you cast this spell using 
  a spell slot of 3rd level or higher, you create one 
  additional ice warhammer for each slot level above 
  2nd. Alternatively, you can create half as many 
  warhammers (round down), but each is oversized 
  (1d10 bludgeoning damage, or 1d12 if wielded with 
  two hands, plus 2d8 cold damage). Creatures that 
  aren’t proficient with warhammers have disadvantage 
  on attack rolls with these oversized weapons.
  ICICLE DAGGERS
  1st-level conjuration (sorcerer, warlock, wizard)
  Casting Time: 1 action
  Range: Self
  Components: V, S, M (a miniature dagger shaped like 
  an icicle)
  Duration: Instantaneous or special
  When you cast this spell, six icicles appear in your 
  hand. Each icicle has the same properties as a dagger 
  but deals an additional 1d4 cold damage on a hit.
  The icicle daggers melt a few seconds after leaving 
  your hand, making it impossible for other creatures to 
  wield them. Provided the surrounding temperature is 
  at or below freezing, the daggers last for as long as you 
  hold them. If the temperature is above freezing, the 
  daggers melt after an hour. They also melt instantly if 
  they or you accumulate 10 or more fire damage.
  At Higher Levels. If you cast this spell using a 
  spell slot of 2nd level or higher, you can create two 
  additional daggers for each slot level above 1st. If you 
  cast this spell using a spell slot of 4th level or higher, 
  daggers that leave your hand don’t melt until the start 
  of your next turn.
  PROTECTIVE ICE
  3rd-level abjuration (cleric)
  Casting Time: 1 action
  Range: Touch
  Components: V, S, M (a seed encased in ice or glass)
  Duration: Concentration, up to 1 hour
  When you cast protective ice, you encase a willing target 
  in icy, medium armor equivalent to a breastplate 
  (AC 14). A creature without the appropriate armor 
  proficiency has the usual penalties. If the target is 
  already wearing armor, it only uses the better of the 
  two armor classes.
  A creature that strikes a target encased in protective 
  ice with a melee attack while within 5 feet of it takes 
  1d6 cold damage.
  If the armor’s wearer takes fire damage, an equal 
  amount of damage is done to the armor, which has 30 
  hit points and is damaged only when its wearer takes 
  fire damage. Damaged ice can be repaired by casting a 
  spell that deals cold damage on it, on a point-for-point 
  basis, but the armor can’t have more than 30 points 
  repaired.
  At Higher Levels. When you cast this spell using a 
  4th-level spell slot, it creates splint armor (AC 17, 40 
  hit points). If you cast this spell using a 5th-level spell 
  slot, it creates plate armor (AC 18, 50 hit points). The 
  armor’s hit points increase by 10 for each spell slot 
  above 5th but the AC remains 18. Additionally, if you 
  cast this spell using a spell slot of 4th level or higher, 
  the armor deals an additional +2 cold damage for each 
  spell slot above 3rd.
  SCULPT SNOW
  2nd-level transmutation (druid, sorcerer, wizard)
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S
  Duration: Instantaneous
  When you cast sculpt snow in an area filled with snow, 
  you can create one Large object, two Medium objects, 
  or four smaller objects from snow. With a casting 
  time of 1 action, your sculptings bear only a crude 
  resemblance to generic creatures or objects. If you 
  increase the casting time to 1 minute, your creations 
  take on a more realistic appearance and can even 
  vaguely resemble specific creatures; the resemblance 
  isn’t strong enough to fool anyone but the creature 
  can be recognized. The sculptures are as durable as a 
  typical snowman.
  Sculptures created by this spell can be animated 
  with animate objects or comparable magic. Animated 
  sculptures gain the AC, hit points, and other 
  
  10
  attributes provided by that spell. When they attack, 
  they deal normal damage plus a similar amount of 
  cold damage; an animated Medium sculpture, for 
  example, deals 2d6 + 1 bludgeoning damage plus 2d6 
  + 1 cold damage.
  At Higher Levels. When you cast this spell using 
  a spell slot of 3rd level or higher, you can sculpt one 
  additional Large object for each slot level above 2nd. 
  Two Large objects can be replaced with one Huge 
  object.
  SHEEN OF ICE
  2nd-level evocation (sorcerer, warlock, wizard)
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S, M (water within a glass globe)
  Duration: 1 minute
  A small icy globe shoots from your finger to a point 
  within range and then explodes in a spray of ice. 
  Every creature within 20 feet of that point must make 
  a successful Dexterity saving throw or become coated 
  in ice for 1 minute. Ice-coated creatures move at half 
  speed. An invisible creature becomes outlined by the 
  ice so it loses the benefits of invisibility while the ice 
  remains. The spell ends for a specific creature if that 
  creature takes 5 or more fire damage.
  SNOW FORT
  2nd-level conjuration (cleric, sorcerer, wizard)
  Casting Time: 1 action
  Range: 120 feet
  Components: V, S, M (a ring carved from chalk or 
  white stone)
  Duration: Instantaneous
  This spell creates a simple “fort” from packed 
  snow. The snow fort springs from the ground in an 
  unoccupied space within range. It encircles a 10-foot 
  area with sloping walls 4 feet high. The fort provides 
  half cover (+2 AC) against ranged and melee attacks 
  coming from outside the fort. The walls have AC 12, 
  30 hit points per side, are immune to cold, necrotic, 
  poison, and psychic damage, and are vulnerable to fire 
  damage. A damaged wall can be repaired by casting 
  a spell that deals cold damage on it, on a point-for-
  point basis, up to a maximum of 30 points.
  The spell also creates a dozen snowballs that can be 
  thrown (range 20/60) and that deal 1d4 bludgeoning 
  damage plus 1d4 cold damage on a hit.
  
  11
  Deep Magic Winter Magic
  SNOWY COAT
  1st-level transmutation (druid, ranger)
  Casting Time: 1 action
  Range: Touch
  Components: V, S
  Duration: 1 hour
  This spell makes a slight alteration to a target 
  creature’s appearance that gives it advantage on 
  Dexterity (Stealth) checks to hide in snowy terrain. 
  In addition, the target can use a bonus action to make 
  itself invisible in snowy terrain for 1 minute. The spell 
  ends at the end of the minute or when the creature 
  attacks or casts a spell.
  At Higher Levels. When you cast this spell using 
  a spell slot of 2nd level or higher, you can target one 
  additional creature for each slot level above 1st.
  STEAL WARMTH
  3rd-level necromancy (sorcerer, warlock, wizard)
  Casting Time: 1 reaction, which you take when you 
  take cold damage from magic
  Range: Self
  Components: V, S
  Duration: Instantaneous
  When you cast steal warmth after taking cold damage, 
  you can select a living creature within 5 feet of you. 
  That creature takes the cold damage instead, or half 
  damage with a successful Constitution saving throw. 
  You regain hit points equal to the amount of cold 
  damage taken by the target.
  At Higher Levels. When you cast this spell using 
  a spell slot of 4th level or higher, the distance to the 
  target you can affect with this spell increases by 5 feet 
  for each slot level above 3rd.
  THIN THE ICE
  1st-level transmutation (druid, ranger, sorcerer, warlock, 
  wizard)
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S, M (a piece of sunstone)
  Duration: Instantaneous
  You target a point within range. That point becomes 
  the top center of a cylinder 10 feet in radius and 40 
  feet deep. All ice inside that area melts immediately. 
  The uppermost layer of ice seems to remain intact and 
  sturdy, but it covers a 40-foot-deep pit filled with ice 
  water. A successful Wisdom (Survival) check or passive 
  Perception check against your spell save DC notices 
  the thin ice. If a creature weighing more than 20 
  pounds (or a greater weight specified by you when you 
  cast the spell), the ice gives way. Unless the creature 
  makes a successful Dexterity saving throw, it falls into 
  the icy water, taking 2d6 cold damage plus whatever 
  other problems are caused by water, by armor, or by 
  being drenched in a freezing environment. The water 
  gradually refreezes normally.
  WINTERDARK
  6th-level transmutation (druid, sorcerer, warlock, wizard)
  Casting Time: 1 action
  Range: 120 feet
  Components: V, S
  Duration: Concentration, up to 1 hour
  This spell invokes the deepest part of night on the 
  winter solstice. You target a 40-foot-radius, 60-foot-
  high cylinder centered on a point within range, which 
  is plunged into darkness and unbearable cold. All 
  creatures in the area when you cast the spell and at 
  the beginning of your turn must make a successful 
  Constitution saving throw or take 1d6 cold damage 
  and gain one level of exhaustion. Creatures immune 
  to cold are also immune to the exhaustion effect, as 
  are creatures wearing cold weather gear or otherwise 
  adapted to cold.
  As a bonus action, you can move the center of the 
  effect 20 feet.
  WINTRY GLIDE
  4th-level conjuration (druid)
  Casting Time: 1 action
  Range: Self
  Components: V, S
  Duration: Concentration, up to 1 minute
  Upon casting wintry glide, you can travel via ice or 
  snow without crossing the intervening space. If 
  you are adjacent to a mass of ice or snow, you can 
  enter it by expending 5 feet of movement. You can 
  immediately exit from that mass of ice or snow at any 
  point within 500 feet that’s part of the contiguous 
  mass of ice or snow, by expending another 5 feet 
  of movement. When you enter the ice or snow, you 
  instantly know the extent of the material within 500 
  feet. You must have at least 10 feet of movement 
  available when you cast the spell or it fails.
  If the mass of ice or snow is somehow destroyed 
  while you are transiting it, you must make a successful 
  Constitution saving throw against your spell save DC 
  to avoid taking 4d6 bludgeoning damage and falling 
  prone at the midpoint of a line between your entrance 
  point and your intended exit point.
  
  12
  The following text is the property of Wizards of the Coast, 
  Inc. and is Copyright 2000 Wizards of the Coast, Inc 
  (“Wizards”). All Rights Reserved. 
  	 1.	Definitions:	(a)”Contributors”	means	the	copyright	
  and/or	trademark	owners	who	have	contributed	Open	
  Game	Content;	(b)”Derivative	Material”	means	copyrighted	
  material	including	derivative	works	and	translations	
  (including	into	other	computer	languages),	potation,	
  modification,	correction,	addition,	extension,	upgrade,	
  improvement,	compilation,	abridgment	or	other	form	
  in	which	an	existing	work	may	be	recast,	transformed	
  or	adapted;	(c)	“Distribute”	means	to	reproduce,	license,	
  rent,	lease,	sell,	broadcast,	publicly	display,	transmit	or	
  otherwise	distribute;	(d)”Open	Game	Content”	means	the	
  game	mechanic	and	includes	the	methods,	procedures,	
  processes	and	routines	to	the	extent	such	content	does	not	
  embody	the	Product	Identity	and	is	an	enhancement	over	
  the	prior	art	and	any	additional	content	clearly	identified	
  as	Open	Game	Content	by	the	Contributor,	and	means	
  any	work	covered	by	this	License,	including	translations	
  and	derivative	works	under	copyright	law,	but	specifically	
  excludes	Product	Identity.	(e)	“Product	Identity”	means	
  product	and	product	line	names,	logos	and	identifying	
  marks	including	trade	dress;	artifacts;	creatures	characters;	
  stories,	storylines,	plots,	thematic	elements,	dialogue,	
  incidents,	language,	artwork,	symbols,	designs,	depictions,	
  likenesses,	formats,	poses,	concepts,	themes	and	graphic,	
  photographic	and	other	visual	or	audio	representations;	
  names	and	descriptions	of	characters,	spells,	enchantments,	
  personalities,	teams,	personas,	likenesses	and	special	
  abilities;	places,	locations,	environments,	creatures,	
  equipment,	magical	or	supernatural	abilities	or	effects,	
  logos,	symbols,	or	graphic	designs;	and	any	other	
  trademark	or	registered	trademark	clearly	identified	as	
  Product	identity	by	the	owner	of	the	Product	Identity,	and	
  which	specifically	excludes	the	Open	Game	Content;	(f)	
  “Trademark”	means	the	logos,	names,	mark,	sign,	motto,	
  designs	that	are	used	by	a	Contributor	to	identify	itself	or	
  its	products	or	the	associated	products	contributed	to	the	
  Open	Game	License	by	the	Contributor	(g)	“Use”,	“Used”	or	
  “Using”	means	to	use,	Distribute,	copy,	edit,	format,	modify,	
  translate	and	otherwise	create	Derivative	Material	of	Open	
  Game	Content.	(h)	“You”	or	“Your”	means	the	licensee	in	
  terms	of	this	agreement.	
  	 2.	The	License:	This	License	applies	to	any	Open	Game	
  Content	that	contains	a	notice	indicating	that	the	Open	
  Game	Content	may	only	be	Used	under	and	in	terms	of	
  this	License.	You	must	affix	such	a	notice	to	any	Open	
  Game	Content	that	you	Use.	No	terms	may	be	added	to	
  or	subtracted	from	this	License	except	as	described	by	the	
  License	itself.	No	other	terms	or	conditions	may	be	applied	
  to	any	Open	Game	Content	distributed	using	this	License.	
  	 3.	Offer	and	Acceptance:	By	Using	the	Open	Game	
  Content	You	indicate	Your	acceptance	of	the	terms	of	this	
  License.	
  4.	Grant	and	Consideration:	In	consideration	for	agreeing	
  to	use	this	License,	the	Contributors	grant	You	a	perpetual,	
  worldwide,	royalty-free,	non-exclusive	license	with	the	exact	
  terms	of	this	License	to	Use,	the	Open	Game	Content.	
  	 5.	Representation	of	Authority	to	Contribute:	If	You	are	
  contributing	original	material	as	Open	Game	Content,	You	
  represent	that	Your	Contributions	are	Your	original	creation	
  and/	or	You	have	sufficient	rights	to	grant	the	rights	
  conveyed	by	this	License.	
  	 6.	Notice	of	License	Copyright:	You	must	update	the	
  COPYRIGHT	NOTICE	portion	of	this	License	to	include	the	
  exact	text	of	the	COPYRIGHT	NOTICE	of	any	Open	Game	
  Content	You	are	copying,	modifying	or	distributing,	and	You	
  must	add	the	title,	the	copyright	date,	and	the	copyright	
  holder’s	name	to	the	COPYRIGHT	NOTICE	of	any	original	
  Open	Game	Content	you	Distribute.	
  	 7.	Use	of	Product	Identity:	You	agree	not	to	Use	
  any	Product	Identity,	including	as	an	indication	as	to	
  compatibility,	except	as	expressly	licensed	in	another,	
  independent	Agreement	with	the	owner	of	each	element	
  of	that	Product	Identity.	You	agree	not	to	indicate	
  compatibility	or	co-adaptability	with	any	Trademark	or	
  Registered	Trademark	in	conjunction	with	a	work	containing	
  Open	Game	Content	except	as	expressly	licensed	in	another,	
  independent	Agreement	with	the	owner	of	such	Trademark	
  or	Registered	Trademark.	The	use	of	any	Product	Identity	in	
  Open	Game	Content	does	not	constitute	a	challenge	to	the	
  ownership	of	that	Product	Identity.	
  	 The	owner	of	any	Product	Identity	used	in	Open	Game	
  Content shall retain all rights, title and interest in and to 
  that	Product	Identity.	
  	 8.	Identification:	If	you	distribute	Open	Game	Content	You	
  must	clearly	indicate	which	portions	of	the	work	that	you	
  are	distributing	are	Open	Game	Content.	
  	 9.	Updating	the	License:	Wizards	or	its	designated	Agents	
  may	publish	updated	versions	of	this	License.	You	may	use	
  any	authorized	version	of	this	License	to	copy,	modify	and	
  distribute	any	Open	Game	Content	originally	distributed	
  under	any	version	of	this	License.	
  	 10.	Copy	of	this	License:	You	MUST	include	a	copy	of	this	
  License	with	every	copy	of	the	Open	Game	Content	You	
  Distribute.	
  	 11.	Use	of	Contributor	Credits:	You	may	not	market	or	
  advertise	the	Open	Game	Content	using	the	name	of	any	
  Contributor	unless	You	have	written	permission	from	the	
  Contributor	to	do	so.	
  	 12.	Inability	to	Comply:	If	it	is	impossible	for	You	to	
  comply	with	any	of	the	terms	of	this	License	with	respect	
  to	some	or	all	of	the	Open	Game	Content	due	to	statute,	
  judicial	order,	or	governmental	regulation	then	You	may	not	
  Use	any	Open	Game	Material	so	affected.	
  	 13.	Termination:	This	License	will	terminate	automatically	if	
  You	fail	to	comply	with	all	terms	herein	and	fail	to	cure	such	
  breach	within	30	days	of	becoming	aware	of	the	breach.	All	
  sublicenses	shall	survive	the	termination	of	this	License.	
  	 14.	Reformation:	If	any	provision	of	this	License	is	held	to	
  be	unenforceable,	such	provision	shall	be	reformed	only	to	
  the	extent	necessary	to	make	it	enforceable.	
  	 15.	COPYRIGHT	NOTICE	
  	 Open	Game	License	v	1.0a	Copyright	2000,	Wizards	of	the	
  Coast, Inc.
  	 System	Reference	Document	5.0	Copyright	2016,	Wizards	
  of	the	Coast,	Inc.;	Authors	Mike	Mearls,	Jeremy	Crawford,	
  Chris	Perkins,	Rodney	Thompson,	Peter	Lee,	James	Wyatt,	
  Robert	J.	Schwalb,	Bruce	R.	Cordell,	Chris	Sims,	and	Steve	
  Townshend,	based	on	original	material	by	E.	Gary	Gygax	
  and Dave Arneson. 
  	 Deep	Magic:	Winter	©	2019	Open	Design	LLC;	Author:	
  Mike	Welham.
  OPEN GAME LICENSE Version 1.0a
  
   
  Kobold Press logo is a trademark of Open Design. 
  By ethereal messengers and stealthy couriers, Kobold Press brings you WARLOCK: a black and white 
  print booklet full of new material for your 5th Edition game. Focusing on the world of Midgard—but 
  useable in any 5e campaign—WARLOCK offers new monsters, mini-adventures, magic items, and 
  more! Plus, every once in a while we’ll throw in a sticker, patch, or other special surprise…
  Dark Fantasy for 5th Edition
  www.patreon.com/koboldpress
  Become a patron today, and discover the dark magic of WARLOCK!
  
  A RAmpAge of New 
  5TH EDITION MONSTERS!
  Whether you need alien horrors, dungeon denizens, or sentient avatars 
  of the World Tree, Creature Codex: Tome of Beasts 2 has you covered! 
  Nearly 400 new foes for your 5th Edition game—everything from acid 
  ants and grave behemoths to void giants and zombie lords. 
  Creature Codex includes:
  • New demons, angels, golems, and undead
  • Dinosaurs and wasteland dragons
  • Monsters inspired by European, Mesoamerican, and Asian legends
  • Chieftains and other leaders for ratfolk, centaurs,  
  goblins, and trollkin
  Pick up the Creature Codex at your local game store and  
  surprise your players with monsters they won’t be expecting!
  www.KoboldPress.com
  ©2018 Open Design. Kobold Press logo is a trademark of Open Design LLC. 
  5E bullet is used by kind permission of Sasquatch Game Studio.
  
  Pawn stands not included.
  BRING YOUR MONSTERS  
  TO LIFE!
  Kobold Press logo is a trademark of Open Design. 
  Creature Codex Pawns brings you 300 cardboard monster pawns for your 5th Edition 
  game. Fearsome new foes from the Creature Codex, ranging from Small to Huge, 
  can tower over (or scuttle underneath) your heroes’ minis on the tabletop. Includes 
  alchemical golems, shadow fey, grave behemoths, and many more!
  Order yours today at KoboldPress.com/kpstore
  
  ells!
  nd WA 98083
  ss.com
  BY DAN DILLON, RICHARD GREEN, AND CHRIS HARRIS
  TM
  TM
  TM
  HEROES HANDBOOK
  MIDGARD HEROES HANDBOOK
  The Midgard Campaign Setting is here! Now all it needs is heroes—to discover its wonders, battle its horrors, 
  and forge new legends in a dark world of deep magic for 5th Edition Fantasy. 
  MIDGARD WORLDBOOK 
  Inspired by the myths and folklore of Eastern and 
  Central Europe! In the north the giants prepare for 
  Ragnarok, while the goblins in the west grow restless and 
  the shadow of the vampire princes falls across the east. 
  The World Serpent is stirring, and not even all-knowing 
  Baba Yaga can say what will happen next…
  MIDGARD HEROES HANDBOOK 
  Everything you need to create a hero ready for 
  adventure in Midgard, with details on races, 
  variants, archetypes, and backgrounds—plus new 
  cleric domains, weapons and equipment, and 
  Deep Magic spells and traditions.
  BY WOLFGANG BAUR AND RICHARD GREEN
  TM
  TM
  TM
  WORLDBOOK
  MIDGARD WORLDBOOK
  lowly gives way to 
  ce-mighty empires  
  agic and the warmth  
  read things prowl,  
  emonic rage.
  e shadow realm  
  urned to claim their 
  ts prepare for 
  est grow restless.  
   vampire princes falls 
   stirring—and not 
  hat will happen next.
  eroes to stand against 
  l, and cunning!
  PO Box 2811  |  Kirkland WA 98083
  www.koboldpress.com
  SRP $49.99
  78-1-936781-82-9
  ted in the USA
  nture in  
  rk world 
   deep magic!
  TM
  Midgard and the Kobold Press logo are trademarks of Open Design. 
  Venture Forth in a  
  Dark World of Deep Magic
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Kobold Press/Deep Magic 19 Winter Magic.pdf