Bestowed to those by the God of Ice, Death, and Change, Kori, very few bear the mark of Glacies, the elemental power of ice and snow. Children of Kori are born near tundric wastelands, or in the vast mountain range of Yvirgün. Those who have Glacies are seen as loyal to the ends of the earth. They will lay down their lives for their believes, but are stubborn to their very core. They have issues with self-confidence and self-love.
As a Glacies, you bring forth an eternal winter unto those who get in your way. around you. As a Halfite of Glacies, you can only use your gift in the presence of cold weather, or the physical presentation of snow.
Elemental Color: Cyan.
Spellcasting Focus: an aquamarine crystal encased in a gold shell, with an added chain.
Godly Ability: Silver-Tongued. Those who have the gift of Glacies are known to be charismatic at nature, and can gain what they wish with a single word. All roles requiring speech are dealt with advantage.
Mask of Kori: With every attack, whether melee or spell, you give an added 1d6 cold damage. This die increases by 2 every 3rd, 6th, 9th, 12th, 15th, and 18th level.
Spells: You have a pool of points known as a Glacies Tear; the number is equivalent to your spellcasting ability modifier + Arcana. If you don't have a spellcasting ability modifier, use your Wisdom.
You can use a Glacies Tear to cast spells without expending a spell slot. Glacies Tears are replenished by leaving an offering of a winter feast, by a spruce tree, or under icicles to Kori.
You can only cast up to the spell slot level that you know and have access to, for example, you cannot cast a 9th Level spell if you do not have access to 9th Level spells. This does not apply to Cantrips. If you do not use spells/are not a caster you only have access to Cantrips. Halfites of Kori can only use these spells if ice is present within range.
The following list of spells peer into what you may learn and come across during your time as a Child of Kori. You are granted four spells of each level, until 9th where you will be granted one spell. You may use a Glacies Tear to cast any of these spells, if you meet the prior prerequisites.
- Cantrips: Chill Touch, Frostbite, Ray of Frost, and Minor Illusion.
- 1st Level: Chromatic Orb (Ice), Ice Knife, Frost Fingers, and Shield.
- 2nd Level: Snilloc's Snowball Swarm, Shatter, Spike Growth (Ice), and Rime's Binding Ice.
- 3rd Level: Meld into Stone (Ice), Sleet Storm, Elemental Weapon (Ice), and Counterspell.
- 4th Level: Ice Storm, Conjure Minor Elemental (Ice), Hallucinatory Terrain, and Confusion.
- 5th Level: Banishing Smite, Cone of Cold, Telekinesis, and Pass Wall.
- 6th Level: Investiture of Ice, Forbiddance, Wall of Ice, and Flesh to Stone (Ice).
- 7th Level: Prismatic Spray (Blue), Teleport, Tether Essence, and Forcecage )Ice).
- 8th Level: Control Weather, Telepathy, Abi-Dalzims Horrid Wilting, and Clone.
- 9th Level: Kori's Crystal.
Fighting Styles: If you are not a caster, but are recognized as a Child of Kori, a Glacies, you still have the Gift of Ice flowing through your veins that may aid you in combat. There are 3 main styles that Korites teach their prodigies, Tao, Shei, and Fuen. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
Tao: Tao refers to the ancient Sevillian script "to support." If you are surrounded by below-zero temperatures, you can harvest ice crystals from the air to create one of the following: a shield of ice, 1d20 small ice darts, or a sphere of ice. The shield gives you a temporary bonus of +2 AC until it melts. The 1d20 ice darts give an added 1d4 cold damage to your attacks. And the sphere of ice can be used to act as a makeshift catapult. On impact to your point of choosing, any targets, enemies, or allies must succeed a Dexterity saving throw, or take 2d8 cold and force damage.
Shei: Shei refers to the ancient Sevillian script "of great balance." If snow or ice is within 50ft of you, you can use it to create a slick sheet of black ice across a smooth or rocky surface, making difficult terrain. You, however, are not affected. On the ice, your movement doubles, and enemies must make a Wisdom Saving throw if they are within 10ft of you. On fail, you can make an opportunity attack to any enemy that fails. This effect dissipates after once the ice melts.
Fuen: Fuen refers to the ancient Sevillian script "vast, deep." An ancient mask similar in style to Kori's covers your face, and you are rendered blind, however, your hearing is enlightened, giving you advantage on all Wisdom based rolls for the next hour. With the mask on, all spells/attacks are considered cold, your movement doubles, you gain +1 AC bonus, and you can cast Ice Knife freely without expending a spell slot. After an hour, the mask disappears and you cannot summon it again until dawn of the next day.
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