Sorcerer
Base Class: Sorcerer

(Description coming soon)

Winter's Magic

At 1st Level, You learn the Shape Water & Ray of Frost cantrips. You can cast Shape Water it without any verbal or somatic components, and objects you create last until dispelled by the caster.

You also gain the ability to release a continuous stream of ice from your feet which you can travel on (as long as you maintain concentration on it). Traveling this way adds 10ft to your movement speed.

Expanded Spell List

At 1st Level, you gain access to bonus spells. You also become resistant to Cold Damage.

Sorcerer Level Spells
1st Fog Cloud, Ice Knife
3rd Snilloc's Snowball Swarm, Spike Growth
5th Sleet Storm, Wall of Water
7th Ice Storm, Control Water
9th Cone of Cold, Control Winds

Frostfire

Starting at 6th Level you gain the following abilities:

You can convert any fire damage spell you know to Cold damage.

You can add your Charisma modifier to the damage of a spell you cast that deals Cold damage

Your spells that deal Cold damage reduce enemy movement speed by 10ft. If the spell already reduces movement speed, it reduces by an additional 10ft.

Glacial Protection

Starting at 14th level, a thin sheet of transparent ice covers you at all times, giving you the following benefits:

You are immune to Cold damage.

As a Reaction, when a creature hits you with an attack, the creature takes Cold damage equal to the damage they dealt to you. This effect lasts until the start of your next turn.

 

Eye of the Storm

Starting at 18th Level, you've learned to release your latent frost magic in an area around you. As an Action you can spend 5 Sorcery Points to release a 30ft aura around and above you that has the following effects:

Creatures who enter this area for the first time or end their turns in the area must make a Dexterity saving throw. On a failed save, the creature takes 4d10 Cold damage and their movement speed is reduced by 10ft. The creature takes half damage on a successful save and suffer no movement penalty.

If the creature fails 3 saves, they become Frozen (Stunned). A frozen creature can use their action to attempt to break the ice from the inside, making an Athletics check at disadvantage against the Caster's Spell Save DC.

The caster can designate a number of creatures equal to their Charisma modifier to be immune to the effects of the aura. The caster is automatically immune to this ability's effects.

 

 

Previous Versions

Name Date Modified Views Adds Version Actions
5/2/2022 3:06:17 PM
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Coming Soon

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