Base Class: Sorcerer
Many are the creatures in the world who wield the cold as a weapon, and by a strange twist of fate, you count yourself among them. Perhaps you were descended from Archfey of the Winter Court, or a powerful elemental, or even a Fiend hailing from a frigid Hell. However this power found its way into your hands, your veins overflow with frigid magical power, with objects freezing at your touch, and crystalline constructs forming at your whim.
Winter Magic
Your affinity for the cold naturally influences the shape your magic takes, allowying you to automatically learn the following spells whenever you reach the necessary sorcerer level.
Each time you gain a sorcerer level after 1st, you may swap one of these spells for another of the same level that also deals cold damage, from the druid, sorcerer, warlock and wizard spell lists. These count as sorcerer spells for you, but do not count against your number of sorcerer spells learned. Additionally, the spells Wall of Ice and Diamond Storm are added to the sorcerer spell list.
Winter Spells
1st level - Ice Knife
3rd level - Snilloc's Snowball Swarm
5th level - Whiteout (HB)
7th level - Ice Storm
9th level - White Blossom (HB)
Whiteout
3th-level evocation
Casting Time: 1 action
Range: 150 feet
Components: S, V, M (a tiny snow globe)
Duraton: 1 round
A bright silvery light flashes from your hand to a point you choose within range and erupts in a massive swirl of snow and cold winds. Each creature in a 20-foot radius must make a Dexterity saving throw. On a failure, a target takes 6d6 cold damage and can't take reactions until the start of your next turn. On a success, they take half as much damage, and suffers no further effects. The cold wind spreads around corners. It freezes any liquid in the area that isn't being carried.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
White Blossom
5th-level evocation
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: 1 round
You choose a point within range and cause snow and ice to explode there, forming a massive crystalline flower that then shatters. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 cold damage on a failed save, or half as much damage on a successful one.
After a failed save, a target's body is chilled for 1 minute. During that time, it rolls a d6 and subtracts the number rolled from all its attack rolls and dexterity saving throws, and on its turn it can either use an action or a bonus action, not both.
The target can make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success.
Diamond Storm
9th-level evocation
Casting Time: 1 action
Range: 1 mile
Components: V, S
Duration: Instantaneous
Snow and hail swirl and coalesce into massive icy flowers at four different points you can see within range, and then shatter in a spectacular and deadly display. Each creature in a 40-foot-radius sphere centered on each point you choose must make a Dexterity saving throw. The sphere spreads around corners. A creature takes 20d6 cold damage and 20d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature in the area of more than one icy burst is affected only once.
The spell damages objects in the area and freezes liquids not being carried.
Icy Veins
The cold holds no fear for you. Starting at 1st level, you have resistance to cold damage, and you can move through difficult terrain based on snow or ice at your normal walking speed.
Freezing Slide
Starting at 1st level, after you cast a spell of 1st-level or higher, you can move up to 10 feet in any direction. This movement does not spend your walking speed for that turn, and it does not trigger attacks of opportunity.
Additionally, until the beginning of your next turn, the space between your original and your current position becomes difficult terrain, due to the slippery icy surface you have created.
Diamond Shield
Beginning at 6th level, you reflexively form your ice into protective shells around yourself or your allies. When you or another creature you can see is targeted by an attack roll or makes a saving throw to resist damage, you can spend 3 sorcery points and use your reaction to create a protective icy shell.
This gives the target a number of temporary hit points equal to your sorcerer level, and any creatures (of Large size or smaller) of your choice within 5 feet of them must pass a Dexterity saving throw versus your spell save DC or fall prone, as the ground freezes and becomes slippery under their feet.
If any of these temporary hit points are left after the damage is taken, they disappear at the start of that character's next turn.
Glacial Embodiment
Starting at 14th level, you learn to unleash the blizzard inside your soul with full control. As a bonus action, you can emanate a frigid aura with a 30-foot radius centered on yourself, that lasts for 1 minute. Creatures of your choice within this area have disadvantage on Dexterity saving throws, and have their movement speed reduced by 10 feet. Exposed water and other liquids *not* being held by a creature within this area is frozen solid.
Additionally, when you cast a spell of 1st-level or higher that deals cold damage, you can add your Charisma modifier to one damage roll of that spell.
Once you use this feature, you cannot do so again until you finish a long rest, or spend 6 sorcery points to regain it.
Finally, you have become permanently immune to cold damage, and any saving throws to resist becoming poisoned are made with advantage, as the foreign substance struggles to spread through your frigid, slow-moving bloodstream.
Frozen Tomb
Starting at 18th level, you can harness a cold so intense that it can form a near-indestructible coccoon of ice, with which you can entomb an enemy or shield yourself from all but the most world-shaking damage.
As an action, you can spend 6 sorcery points to trap an enemy in a crystalline tomb, reducing their speed to 0 and leaving them incapacitated until the start of your next turn, at which point their prison shatters, dealing 10d10 cold damage. This bypasses resistance to cold damage, and if they have immunity to it, it's treated as resistance. While entombed, the enemy is immune to all damage except psychic and lightning.
Alternatively, you can use a reaction to entomb yourself, becoming immune to all damage except lightning. While entombed, your speed is reduced to 0 and you become incapacitated. While the tomb exists, the area within 10 feet of it is treated as difficult terrain. You can release yourself at the start of your next turn, or remain entombed for another round by spending 3 sorcery points. If you prolong your entombment in this way, you cannot do so again until you finish a long rest.
Whether you entomb an enemy or yourself, the prison is completely opaque, preventing spells or actions that rely on line of sight from affecting the creature inside. The tomb, however, does not end ongoing effects of spells or abilities that successfully seized the creature before their entombment.
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