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An arcane tradition for Dungeons & Dragons fifth edition.
You began the study of blizzardry to place your beloved in a state of suspended animation. Doing so would buy you precious time to research the curse and, hopefully, break it. But the longer you researched, the more certain you became that the same magic preserving your beloved could shatter the curse. The ritual would have worked, too, had your meddling colleagues not intervened. Instead, you were chilled to the bone by a magical explosion. Your beloved? Vaporized. Or were they? You will not rest until you know the truth… and exact freezing vengeance upon your enemies.
Cold-Blooded
As a 2nd-level wizard, overexposure to ice magic has left you unable to live outside a subzero environment. You automatically succeed on saving throws against extreme cold and frigid water. However, when the temperature is above 0 degrees Fahrenheit, you treat the temperature as if it were 100 degrees hotter. You also make saving throws against extreme heat regardless of access to drinkable water, resistance to fire damage, or being naturally adapted to hot climates. (Chapter 5 of the Dungeon Master’s Guide has rules for weather.)
Frozen Armor
At 2nd level, you can transform one nonmagical suit of medium or heavy metal armor into frozen armor by performing a special ritual while you touch it. You perform the ritual over the course of 1 hour, which can be done during a short rest, and frost rimes the armor at its conclusion. While wearing the armor, you gain the following benefits:
You have proficiency with the suit of armor.
You treat the temperature as if it were 0 degrees Fahrenheit.
You ignore difficult terrain created by ice and snow.
The armor ceases to be frozen armor if you perform the 1-hour ritual on a different suit.
Killer Frost
Also at 2nd level, when you reduce a creature to 0 hit points with a spell that deals cold damage, you can trap the creature in ice. You make this choice the instant the damage is dealt. The creature falls unconscious, is stable, can breathe, and is restrained until the ice thaws after 1d4 hours. While restrained in ice, the temperature is 0 degrees Fahrenheit for that creature. A creature restrained in ice or one that can touch the creature can use its action to make a Strength check against your spell save DC. On a success, the creature is freed.
Improved Frozen Armor
At 6th level, the frost that rimes your armor enhances both strength and resilience. While you wear frozen armor, you have resistance to cold damage, and your carrying capacity (including the weight you can push, drag, or lift) is doubled.
Deep Freeze
At 10th level, when you cast a spell that deals cold damage, a nonmagical object that isn’t being worn or carried also takes damage if it’s in the spell’s area. Alternatively, you can choose a body of water within the area that is no larger than a 30-foot cube and freeze it. You can reshape this ice in any manner you choose, but the extent of any such changes can’t exceed half its area’s largest dimension. You can’t shape the ice to trap or injure a creature in the area.
Heart of Ice
At 14th level, the never-ending cold numbs your feelings and preserves your body. You can’t be charmed or frightened and are immune to any effect that would sense your emotions. In addition, for every 10 years that pass, your body ages only 1 year.