Sorcerer
Base Class: Sorcerer

Your inate magic is the stuff of legends in Felarjia. The very spirit of these winter lands flows through you, and you have come to an understanding with it, a connection unlike any other you have felt. Tales speak of ancient pacts with frozen gods, or horrid creatures to gain the power of winter for themselves. Some are right to fear the cold, but others embrace the very force of overwhelming stillness. This relationship could be gained through being initiated into a coven of winter witches, being born of a lineage with this power, or perhaps even taking upon the pacts the ancient stories spoke of.

Touch of winter

You gain the cantrip Shape Water. This cantrip does not count towards the number of cantrips known.

When using the Shape Water cantrip, you may have up to half your level rounded up (minimum 2) uses of Shape Water active at a time. Additionally, you may effect 10ft of water or ice, and 20ft of snow with the effects.

Unearthly Cold

Starting at 1st level, whenever you cast a spell that deals cold damage, you may spend 1 sorcery point to deal an additional 1d8 cold damage to the targets and reduce their movement speed by 10ft for 1d4 rounds. Additionally, if you spend another 1 sorcery point, you may cause all creatures within a 5ft radius of the targets to also suffer the effects.

The damage caused by this feature is increased to 2d8 at 5th level, 3d8 at 11th level, and 4d8 at 17th level.

Sculpt Ice and Snow

At 6th level, a winter witch can sculpt ice and snow into any shape that suits their purpose (as Stone Shape except that it works with ice). This ability also works on snow, doubling the volume affected. At 8th level, this ability functions on ice or snow like the fabricate spell, increasing the volume manipulated and allowing a higher degree of craftsmanship. Items created by the fabricate version of this ability solidify into ultra-hard ice that resists normal melting but takes double damage from fire. The ice remains in this ultra-hard state for 1 hour per class level before returning to normal ice. A winter witch can use this ability a number of times per day equal to half your level + Cha.

Ice Glide

at 14th level,  you gain the ability to use ice and snow as a conduit for travel. Once per turn Whilst standing on any patch of ice or snow, you may use half of your movement to instantly teleport up to 120ft to another patch of ice or snow. Your physical form melts, and the snow or ice in on the space you moved to constitutes a new body for you. By spending a sorcery point, you may cause a simulacrum to appear in the space you vanished from. This simulacrum can take no actions and shatters for 2d10 cold damage to all creatures within 5ft of it at the start of your next turn. whilst the simulacrum is active, you may remain in the snow or ice, not appearing until the start of your next turn.

Entomb

Starting at 18th level, the ancient power of winter has reached the very essence of your soul. You become immune to fear and charm effects, and gain immunity to cold damage that can not be negated. By using 5 sorcery points, you may call upon the power of everfrost, a primal ice that encases a target completely. The target must make a Str saving throw or be completely frozen solid, leaving the creature incapacitated and paralysed. This effect lasts a number of days equal to your Charisma modifier plus 1 per extra sorcery point you spend.

The effects of entomb can also be used on an allied target or yourself, causing you to become surrounded in a barrier of ancient ice. You become incapacitated, but can not take any damage for the duration. You can remain entombed for a number of rounds equal to your Charisma Modifier plus 1 per extra sorcery point you spend. Whilst entombed, you regain health per turn equal to 1d10 + 5.

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