Waterdeep: The City of Splendors world illustration - Fantasy theme
Fantasy

Waterdeep: The City of Splendors

M
Manasomnia

This is a custom adaptation of Waterdeep. Designed for narrative-rich, exciting experience.


Author's Note: Welcome to Waterdeep, The City of Splendors! A WIP with more characters, monsters, locations, and more to come! Updates will be frequent. This is a custom adaptation of Waterdeep, one of the most iconic cities in the Forgotten Realms. Designed with plans to supports both Waterdeep: Dragon Heist and Dungeon of the Mad Mage, letting you explore the city above and the madness below. Though these will be optional as you are free to explore the city as you please. This is meant as a way to learn or enjoy Dungeons & Dragons and not to replace the original experience. Nothing replaces the experience of a real table, a real Dungeon Master, and a group of friends. If this inspires you, support the official releases and pick up the books! Even if you never play in person they're nice to own and use for reference. Remember to sync often! I update frequently, roadmap and recent updates below. Roadmap Expand NPCs and update art to Tarot card style. Add Gods as Characters, Monsters, Items, Spells Update missing art Recent updates Added Guildhall Locations Added Guild Factions Added Religion Factions Updated BG3 Characters as Playable in Waterdeep. New custom lore for each character to place them in Waterdeep with new plot hooks and arcs to follow. Updated Playable Characters Added Factions Map v1 completed
Played12 times
Cloned2 times
Created
12 days ago
Last Updated
Yesterday
VisibilityPublic
Frostbound Aura
Level 3
Frostbound Aura

Description

Evocation Casting Time: 1 action Range: Self (30-foot radius) Components: V (Verbal), S (Somatic), M (a piece of ice or a snowflake) Duration: Concentration, up to 10 minutes Swirling mist and icy winds envelop the Samurai, creating an aura of frost and wind that chills enemies and empowers the caster. While the aura is active: All enemies within 30 feet of you take 4d10 cold damage at the start of their turn. Your movement speed increases by 10 feet. You gain a +4 bonus to initiative for the duration of the spell. The ground in the aura’s radius becomes slippery and coated in frost. Enemies treat it as difficult terrain. At Higher Levels: When cast using a spell slot of 6th level or higher, the cold damage increases by 1d10 for each slot level above 5th.

Spell Details
Level3
Range30
This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC . The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License.
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