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Santa Clauses 5e Dndhrodgeir Word
Santa Clauses 5e Dndhrodgeir Word
Santa Clauses 5e Dndhrodgeir Word
HOMEBRE
W
We all have one job, for that we
have to fight.
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ONLY STORIES Al 13th level you hunc lcined to blend in with your environment and
never get caught when doing your job. The elves make sure of thad Should you still fall a
Dexterity (Stealth) check, you can use this ability to reroll it until you roll somcthing that is at least 5
numbers higher than your original roll
CURIOSITY At 17th level you use the natural curiosity of every innlligent crcture to your
advantage! You put a present somewhere the targeted crcature can sce, preferably without
spotting you. and the creature is pulled towards the gift with a natural curiosity. It will focus on it
for 1d6 minutes and taking as much time to unpack it. It will be wholly distracted for the
time and won't learny medium sounds or expicol nitacks,
Warlock Level
Feature 151
Not yourself
Little Helpers 10th
Magical Bag of Weaponry 14th
Master of Christmas spirit
Amor Class 13 Hit Points (3d6-3) = (number of children) Speed 25 ft.
STR DEX CON INT WIS CHA 5 (-3) 16 (+3) 12 (+1) 4 (-3) 8
(-1) 20(+5)
6th
Magic Resistance. The children have an advantage on saving throws against spells
and other magical effects
Spells
EXPANDED SPELL LIST The Spirit of Christmas leis 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.
NOT YOURSELF When you commit yourself to your duty at Ist level then you will be
able to use Alter Sall without using matcrial or speaking when you turn yourself into a toy or a
tiny, unscomly
LITTLE HELPERS Irthere is anyone as loyal to you is your elves, then it is chilldren.
Beginning at oth level you can pull the naughty and nicolisi oui of your pocket and summon n
callection of 4 cluldren (108 children at 10th level 3d8 at 15th levell You will wift these
children with little presents in exchange for their help. They are illusions and disappear
when they drop to 0 HP. They can attuick on their own la combut but otherwise can be
commanded like Gomiliars, therefore could for example, create a distraction. This ability
can only be used once every short rest.
MAGICAL BAG OF WEAPONRY At 10th level you gain three additional weapon
proficiencies of your choice if you don't already have more than five. You got your lunds on a
bug of holding filled with weaponis. Tliere is nlways a small chance that you get
precisely the weaponry you anticipate, but sometimes not. The bag counts as your
eruipped weapon, and you can only equip one of the weapons from the bag per fight. Additionally,
cvory weapon is sprinkled with red glitter What weapon you receive is decided by the
Collowing table:
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d6 weapon
1 Ice spikes
stats +1 to hit, reach 20/60 ft. 104 piercing damage + 304 cold
damage
Christmas
whip. +3 to hit, reach 10 ft, 2d6+5 slashing damage. Takes all effects away
that cause blindness or make 2 lights chain
perception worse.
crossbow,
+1 to hit, reach 80/320 st. 1d8+4 piercing damage light 4 battleaxe
+3 to hit, reach 5 ft, 1d10+5 slashing damage Reign Spear, +2 to hit, reach
5/20 il, 2d6+3 bludgeoning damage bonus action: Gall the reindeer The spear
can be 5 dear's thrown, then it becomes a charging reindeer that deals 3d8 damage. If
the target is evil in alignment, the
Revenge
reindeer also deals 2d8 cold damage. E Blizzard When opened, it creates a
small blizzard in a 120 sphere around itself. Everyone who is within the sphere has
in a bottle
halved speed and vision, it deals 1d8+3 cold damage to everything inside for 1 minute
Starting at 16th level the list expands with the lollowing weapons:
d12 weapon
toy
stats
+2 to hit, reach 5 ft, up to 2d8 piercing damage. This Morningstar sheds bright light in a
20-foot radius and Star of
dim light for an additional 20 feet. Each creature within the weapon's light is warmed
gently and has resistance to cold damage. Eery creature of evil alignment takes
additional 2d6 bludgeoning damage. bonus action: The star's light Swing the Morningstar at
your opponent and knock him off his feet with a successful
Strength Check DC 14. ne of +4 to hit, reach 5 ft, one target 2d4+2 force damage
+ 2d6 slashing damage, bonus action: Perfect Cut 11 Christmas charge up the ae in
one round, 2d12+4 cold damage in 15 ft cone in front of you, Con Save DC 16 or be
trees
frozen. When this hand-held bell is rung, all creatures in a 10ft line in front of you must
make a Constitution Saving Bells of Throw or take 1d4+1 Thunder Damage. Any creature
damaged by Jingling Bells can't help but break into song Jingling on their next turn,
using their Action to sing and dance in a festive manner. This damage increases
by 104 at
levels 5. 11. and 17.
THE HIGHEST ELF At 10th level your position as the personal assistant elf of
Saunalus granted you the ability to comumnd any other elf division. And you know everything
about every other ell division. You know how to bake, how to fix machines, fly the sleigh, and so on
and so forth. There is nothing you cannot do in an emergency. And should there be a moment
where you cannot do anything you can call another els division for tulducc. Might hurt your
ego though.
THE BESTEST ELF IN THE NORTH At level 14. you have allicially become THE clf of
Santa Claus. You are not leaving his side and iluanks to your experience in ll(c. you can
take threc of the following actions every short
ADVISED SPELLS This spell list contains spells wluich are good to have prepared
as the personal ell of Santa in curse of emergencles. But which you chose is still your
choice.
Spell Level
Spells Cantrips
Mage Hand 1st
Charm Person
2nd
Hold Person, Enlarge/Reduce, Arcane Lock
Knock, Alter Self 3rd
Haste, Dispel Magic
Animate Objects
• Sometimes things stand in your way. Sometimes that is a
door You unlock the door without being noticed and without having to roll for it
When there is a room missing any kind of Christmas spirit and decorations you just become
furious. You can choose to decorale it with lights and trec branches, with holly and the scent of
Christmas and so on and so forth.
5th
•
A GIFT At 2nd level you have had quite enough share of wrapping gifts, but this bus
given you the skill to perfectly wrap anything item or even creature. When you chose a
creature that is riot willing then you roll a 1d20 Sleight of Hand Modifier + Proficiency Bonus
against a Strength roll of the creature you wrapped On a Success against it, the creature
is grippled and restrained. Any item that gets wrapped to look like a gift will simply be ignored as if
it were not there. However, this can lead to creaturcs looling for it. This ability can be
used twice on an object and or twice on a creature until you need a long resi,
Thanks to your intense training, you are strong enough to uc Mange Hand on yourself
There is nothing about Christmas you have not read! You know everything and try
to use the knowledge to find solutions to make Sania's work casier. You can choose to
rummage for hunts to riddles or problems in the back of your mind when a question is
nagking you
MASTER OF EVERY EMERGENCY At Gth level you have been in Santa's care for so
long already and you have experienced the most difficult of situations. Thereforc, you know
what you need the most during the holy night on the trip to deliver presents.
Enlarge/Reduce when lised on Sunta Claus becomes a cantrip for you. Santa Claus in small
will Gt through any opening and will appear like a toy IT spotted whilo enlarged Santa will
appear like a huge balloon Santa. You can also naturally Reduce yourself in any situation.
Knock also becomes a cantrip for you.
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VZ
SAINT FEATURES
Barbarian Level
d4
effect blinded
deafened frightened of you
poisoned
d4
Tlie rundom dllect lasts one minute. A creature can repeat the saving throw at the end
of its tum, ending the effect carly on a success. The number of dices for damage rolls
increases lwy one every lourih level after 10th level
If you use the present "against" nice creatures, then it will explode in do one of the
following:
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NAUGHTY CONSEQUENCES. A veteran of a 100 Christmas nights, you know how
to punish the naughty creatures that destroy Christmas. Now your fists
really need to speak. Starting at 14th level you gain the following benefits at 14th, 16th and
17th level:
16th: When you rage, you become a nightmare to YTTY mingly croiture who can see you, which then
becomes frightened
17th: You suffer no hindrance to movement with grappled Largets, and at thic end of your
move action, you can move a grappled creature to a different location ndjacent to you.
Also, while you are grappling a creature and you are damajjed by any creature atlier than
the target of your grapple, you can use your reaction to take half damage and
have one target of your grapple to take the other half of the damage. This only
twice every short rest.
• 14th: If you are already grappling a character at the start of
your turn, you can use your bonus action to choke your opponcnt with both of your
hands. If you do this the target must make a Constitution irving throw with the DC equal
to 8+ proficiency bonus +Strength modifier. As you choke the larget, all of the unarmed
aiincks you perform against the largel automatically hit. If the victim successfully lived against
the choke, the target tnkes half damage. If you make additional actions outside of your first one,
the target repeats the ving throw. Once you tise this feature, yoti must use a short or long rest
before you use this scature
u
blin
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The blizzard is a 10-foot tall cylinder with a 30-foot radius. The area that the blizzard
occupies maker EVERY crcaturc vulnerable to cold darinic or ukes their resistance immunity
WINTERBORN At Sth level no creature should stand in the way of a wonderful white
Cliristmas. You can use your reaction when a creature intends to attack you to freeze it. It
has no movement speed and is frozen until the start of its next turn. At 14th level this
ability causes 2d5 cold damage. Additionally, your regular weapon attacks ignore
cold resistance.
If they saila Constitution saving throw at the start of the blizzard Thic sight of each creature
is obscured and therefore limited to 20 ft. A hostile creature, when failing its constitution Save
becomes frozen until the 1d2 minutes after the blizzırd is over. The powerful snowstorm
can stop earlier If you lose concentration or until you dismiss it is a bonus nction. Once you use
this ability, you require a long rest before уоu mау не II apain.
BLIZZARD Starting at 17th level you can enter some kind of rage. During this rage, a
powerful snowstorm builds itself up over the cause of one round that lasts for 1d4
rounds.
No SLEEP. Once you chose this Druid Circle at 2nd level you are visited by the ghosts of the
past, present and future Christmas. But they hold no bad intentions, rather than that, they
ask you to help them in their work to bring the kind spirit of Christmas everywhere. You
don't sleep, always having a lookout for your duty! You cannot be put to sleep by magic, and
you leam ofc additional Druid cantrip of your choice.
POWER OF THE GHOSTS Beginning at 14th level your mystical connection to the past
present and future lets you cast one of the following two spells once every encounter.
Jolly Hold: Ranged Spell Attack: +11 to hit range 120 ft. one larget. Hic 17 (2010+5)
piercing damage and the creature must make a Wisdom saving throw with the DC
equal to your spell sive DC (8 + your proficiency bonus + your CON/WIS modifier) A creature
who Gails this saving throw collapses in a fit of laughter falls pronc, and cannot stand
until the end of your next turn.
The damage of the spell increases by 1db +Spell attack modifier (your proficiency bonus +
your CON/WIS modifier) with every second Druid Level after the 14th.
BEACON OF GOOD CHEER. Starting at 6th level cycry friendly crcature within 20 fect
of you gains a +5 bonus to their saving throws so long as you are conscious
This buff increases with your WIS modifier at Lvl 9, 12, 15, 17. etc.
Triady bjes Santa targeis one creature he enn see that can also see him within 30 feet. The
target must succeed on a Wiulom saving throw with the DC equal to your spell sive DC
(8 + your proficiency bonus + your CON/WIS modifier) or become chammed by you until
the end of your next tum. While charmed by you, the creature cannot attack you
KIND SOUL At 6th level as an action, each creature within a 15-foot-radius sphere centred
around you must make a Charisma siving throw against DC 10+ Wisdom modifier. When a
creature of a less than Good alignment Inils thuis saving throw, then its Alignment will
become Neutral Good for 1d6+ Wisdom modifier minutes.
MAGIC MISTLETOE
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10
Baked Good
Properties
Count Cookies
1d4 healing per cookie Shortbread 1d6 healing per cookie
you can take an additional move action Gingerbread to leap towards a target in a
20 ft
radius
Yule Log
grants a natural armour of 16 for the
duration of the encounter
Fruitcake
flight for 1d6 minutes, up to 50 ft.
above the ground
Properties
Count
Baked
Good Christmas
Fudge
3
Holiday Spritz
grants Frost Breath for two attacks
gives you an advantage on Attack rolls with ranged weapons/spells for 104
rounds resistance to fire and cold damage for
1d4 rounds
Raspberry
Stars
THE FIRE FOR BAKED GOODS At 7th level you got so accustomed to the heat of the oven
that you create your dishes in that you gain resistance to hot climates and fire damage and
thanks to your good taste buds you have advantage on figuring out if something is poisoned and
alin resistance to polson damage. Additionally, you can proficiency with kitchen utensils as
weapons.
Frying Pan Id6 Bludgeoning (IDs Versatile) When you roll a critical strike against an
opponent, add an extra 1d6 (108 Versatile) damage, and the target is stunned for its turi
Mixing Spoon 1d8 Bludgeoning (light) When attacking you can load a helping of your
signature dish and attack like a catapult to deal Ido domuc (Rango 20/601 If launched at an
ally they can make a Dex check with advantage to eat it as a reaction, gaining any
bencfits it has.
Chef's Kolsc Idó plercing. Due to serrations along the blade, you can pierce the
toughest of armour Add +2 to your attack roll when you make a molte attack. This is not your
venge knife, lopt the razor shuurp through the hardest of Dwarven Stone Deal an additional Idd
against any creature on a critical hit.
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To cach attack with these weapons, you can add your proficiency
bonus and strength modifier.
The count increases ngain by the origini count, amit dices become cqual your hit
dices at 17th levelt
NEW RECIPES! At 10th level your studies and experience have laught you new
recipes and ways to improve your crcations. It appears to everyone that cach treat you
create comes from thin ait You do not necessarily require utensils or ingredients
anymore. Each roll you make on the properties of the baked good from "Festive Baker"
increases by 2 (→ Cookies now 304 healing) and its count is doubled
GINGERBREAD HOUSE AND ARMY Begirining at 15th level you clin create 1d8
gingerbreads that can function like familiars and soldiers you can crcatc a big crough
uingerbread house to imprison a medium crcatunt la or simply build it as decoration!
The house takes up a squarc of 20ft long x 20ft. wide x 10 ft height. Bolorc you create
cither again, you need to finish a long rest.
CRACK A NUT At 18th level you can lise 1d6 Ki Points to turn yourself into an illusion
of a giant wooden nutcracker lor 1d2 rounds. You
quan the following benefits
SENSE OF SECURITY Beginning at the 6th level everyone seels safe around you as long
as you do not show yourself to be hostile. The moment you enter a room, everyone seels
protected. You can use reaction in a radius of 10 st. to protect another creature, but taking half the
damage if you fall. Dexterity waving throw equal to the needed siving throw of the attack
+ 6 Additionally, you make an additional 1d6+strength modifier (dice number cquals
your proficiency bonus) damage on every attack against mischievous creatures,
every naughty crenture becomes frightened for 1 minute
you have an advantage on all attacks and saving throws against nauplity creatures
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Wernervni Winnie the Coast. Wiwink of the naC.
REINDEERKEEPER FEATURES
Bard Level
Feature 3rd
Naughty Enemy, Friend's guldance 7th
Surprises for you 11th
Reindeer Whisperer 15th
Polar Express
force lightning necrotic poison Psychic radiant thunder
FAVOURED ENEMY When you chose this archetype at 3rd level all crchiures of naughty
alignment become your favoured enemy
The extra damage it causes increases at 10th, 13th, 16th, 19th level and so on, by 1d& You
can use this ability once bolorc you need to finish a long rest.
reindeer
Damage Type Dasher
slashing Dancer
cold Prancer
slashing
SURPRISES FOR YOU There is nothing quite as surprising na wild magic. And there is
nothing quite like a delightlul surprise on Christmas. At 7th level, you can invoke your
weapon with wild magic that changes the type of damage your weapon causes and
Inorcases it by 208 (or two rounds.
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reindeer
Vixen Comet Cupid Donner Blitzen Rudolph
Damage Type
fire force necrotic thunder lightning radiant
The sleigh can only be driven by you, and driving di TP your concentration as if you were
concentration on bell your concentration is broken while you are driving it, the sleigh will stand or hover
in place, but you must use your action to begin driving it again. The sleich can also curry
up to 5 other Medium-sized passengers. While you drive the sledge. creatures riding in it gain the
automatic benefit of your Friend's guidance feature,
The sleigh will remain with you for up to 1 hour, or until you dismiss it as an action. After
this time, you and any passengers in the sleigh will be cjected floating harmlessly to the
ground if you werc airbome, and the sleigh will vanish.
Once you summon this sleigh, you can't summon it again until you finish a long rest.
REINDEERS OF SANTA Mediumri magical beast, varying aingments
STR DEX CON INT WIS CHA 14 (+2) 16 (+3) 12 (+1) 6 (-2) 14
(+2) 10 (0)
Damage Vulnerabilius polson, thunder, lightning Damage Resistances psychic
Damage Immunities Condition Immunities charmed Serses passive Perception
14 Languages understands but does not speak common Challenge 1 (200 XP)
Best buddy. In a fight, whichever reindeer you summoned, they will stand by your
side and sweep you off the ground should you be in trouble. That will happen
more or less automatically as a reaction, Actions Charge. If the flying arcane reindeer
moves at least 20 feet straight towards a target and then hits it with a ram attack on the
same turn, then the target is trampled over, takes damage of hooves, with damage
type dependent on the reindeer you summoned. The creature must succeed on a DC 17
Strength saving throw or be knocked prone. Charge Melee Weapon Attack: +7 to hit,
reach GO ft., one target. Hit: (5d8+5) damage
POLAR EXPRESS After reaching the 15th level the friendship mentioned above
grows into an undeninble bond that grants you the power to leave your troubles
miles away. As two actions that you need to concentrate on, you can summon a splendidly
decorated sleigh, louded with gifts, that is 20 feet long, 10 sect wide, and 10 sect all The sleigh
is pulled by the aforementioned magical reindeer and has a walking speed of 80 feet
and a flying speed of 150 feet.
The sleigh illuminates a 10-foot area around itself with bright light with dim light extending 10
sect beyond thut. The sledge and its reindeer are your property,
immune to all damage and magical elsecis outside those credited by a wish spell It will
always be recognised by those who believe in the magic of Christmas
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OATH SPELLS You gain oathi spells at the paladin levels listel Paladin Level
Spells 3rd Winter's Embrace# Purify Food and Drink 5th
Enhance Ability, Healing Spirit 9th
Fly, Protection from Energy 13th Conjure Minor Elementals, Locate
Creature 17th
Awaken, Commune
CHANNEL DIVINITY When you take this Oath at 3rd level you gain the following two
Channel Divinity options.
Joy Overflowing: As an action you can laugh. Infusing your voice with magic. Each
creature of your choice that can hear you within 30ft of you becomes immunc to thic frightened and
channed conditions for 1 minute. Any creature currently affected by one of these conditions
immediately becomes unat[ected
Peace on Earth, Santu and any number of creatures lic chooses within 30 sect fall under
the effect of the sanctuary spell (DC 21) The effect Insis 1 minute but ends curly if Santa
attacks, cists a spell or chooses to complete ihc ellect as a honis action.
AURA OF GENEROSITY To personu well every year, no one can get hurt. Therefore,
starting at 7th level you and friendly creatures within 10 scet regn the
m u ni number of hit points possible from any magicallcaling. At 18th level the range of this aura
Increase
to 30 [ccl.
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You'VE BEEN NAUGHTY Starting a 15th level you know automatically the
alignment of every centure you sec. You can show a crenture within 30 feet who can
seem you its name on the nuchty list, whether it has its name there or not. The creature
must succeed of a DC 19 Wisdomri Saving throw or suffer disadvantage on all attacks
against you and your allies. Also, you and your allies have advantage on attack ralls against
the target, and the target suffers a disadvantage on suving throws against the
cflects of your abilities and spells. These ellecis last until the end of your next tum.
SERVANT OF THE ENDLESS CIRCLE The circle never ends. Each year it repeats
itself and brings joy to the world You have to be critical about who you consider naughty
and nice, cach present was crafted with effort. Some mischievous crcatures need special
handling, or maybe just a big fucking scare.
Beginning at 20th level you can inse an action, to cvoke the form of Krampus as a form
of illusion For 1 minute, you gain the following benefits:
Fear Aura. Any creature of good or neutral alignment that sees you needs to succeed on a
Wisdom saving throw DC 18 or be frightened
• Flame Shield You are weather in holy slune. You are under the effects of the Flatric
Shield spell for the duration of the
trunsformation. Hostile creatures in a 5t radius take 208
Krampus' sack. Your weapon turns into the sack of Krampus. You can take an action and
grapple a small or medium-sized creature you can reach and stuff it into the back, where it
is restrained and blinded for the duration you are in this illusion Creatures inside the
sack cannot be targeted by outside effects. If the sack takes 20 points of damage in a
single turn, then the Inhalutants no expelled and und next to you.
Once you use this feature, you can't use it again until you finish a long rest.
ENCOURAGING FESTIVITY When you join the College of World's voices at 3rd level
your volce encourages your allies to do good. Whenever a creature rolls a natural I on an
attack throw, you can choose to let it re roll the attack, with only halfis attack modifier.
They must keep the new result. This ability can be used twice before you need a short
rest.
LIFTING SPIRIT. At 14th level whenever a friendly creature you can see within 60 feet
of you takes damage, you can list its spirits as a reaction. Instead of taking
damage, that creature takes no dumage and gains temporary hit points equal to
your Bard Icvcl You can also use this cature which a friendly crcaturc you can see fulls a Christma ability
check or Charisma Saving throw. If you do so, that creature doesn't gain temporary hit
points, but can instead re-roll that ability check or saving throw with an advantage
while also ignoring disadvantage Once you use this feature, you can't use it
again until you fimesh a short or long rest.
BRILLIANT LIGHT There is unique music dancing around the air, you talde a deep
breath and feel it in your lore. At 6th level you can use this ability to let a beam of brilliant
light Lance from your chest in a 5-foot-wide, 60-foot-long conc. Each creature in the cone
must succeed on a Constitution saving throw or take 2d8 radiant damage and be blinded
until the start of your next turn. You can use this ability only once cycry short rest.
MERRI
CHRISTMA
MASTER OF SONG.
Starting at 6th level you can perform two of the following songs during a sight, and you
can use them an infinite amount. of times outside of encounters. The DM can
expand this list if wished so,
Silent Night Sing the song Silent Night in any language. and your soothing volce lets you
choose Id4 creatures that fall asicep that can hear you.
Santa Claus is comin' to Town." Once you start singing this song in any
language, you step through icy realms and your plane to eventually land on a free
field next to an ally you choose that can hear you, and you can set.
is beginning to look lor Nite Christmas. Sing the song to decorate thic room with
Christmas lights, colourful wreathis, trec decorations, mistletoc and aromatic
candles. When a fireplace is present, then a fire will be lit.
Let it snor Cold winds swirl around you and heavy snow starts falling in a 30ft cube with
you in the centre, any creature starting their tum within 5 feet radius of you takes
(106+) cold damage and any crcature that is not used to snowy weather that is within
the 30ft cube, can only see clearly 6ft in front of it. Darkvision does not alter this,
After the solutis over, you can cast Snowsont asa cantrip for one hour
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