Sorcerer
Base Class: Sorcerer

TBD

Frigid Magic

At 1st level, your ties to the cold allow you supernatural control over it, but it also prevents you from casting certain spells.

When you pick this subclass, you give up your ability to learn or use any magic that deals fire damage, or in any way creates, conjures or manipulates fire.
If a spell allows you to choose the type of damage it deals, you may cast the spell using any element on the list other than fire.

However, your supernatural control over cold allows you to add your spellcasting modifier to the damage roll of any spell you cast that deals cold damage.

Everfrost Spells

You learn additional spells when you reach certain levels in this class, as shown on the Everfrost Spells table. Each spell counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. These spells can’t be replaced when you gain a level in this class.

Sorcerer Level               Spells

1st Level:          Armor of Agathys, Hex

3rd level:           Ice Spear, Hold Person

5th Level:          Bestow Curse, Sleet Storm

7th Level:          Ice Storm, Elemental Bane

9th level:           Sudden Squall, Geas

Heart of Ice

At 6th level, you gain resistance to cold damage.

In addition, any spell you cast that deals cold damage treats Cold Immunity as Cold Resistance.

If you possess the Elemental Adept Feat for Cold Damage that would allow you to ignore Cold Resistance, your spells instead completely ignore Cold Immunity AND Resistance, and deal full damage.

Cursed Blood

Your innate connections to the winter witches and hags of old allow you to channel powerful curses through your very blood to harm and hamper those around you, or grant you and your allies boons. You can choose to channel this either magically, using your sorcery points, or you may literally channel the curses using your very life force to grant additional benefits to your hexes, at the cost of hit dice. However, both of these come with innate drawbacks, as using your blood as a conduit for such power is not exactly healthy. Using sorcery points puts the drawbacks onto your allies more often than not, but using hit dice will always result in you, and you alone experiencing the drawbacks.

You gain two hexes of your choice at 6th, and one additional hex at levels 12 and 18.
Unless otherwise specified, a hex costs either one sorcery point to cast, or one hit die. 
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Restore / Steal Vitality
Sorcery Point Effect: As an action, target creature within 30ft. That creature restores HP equal to the roll of 2d6 for every sorcery point you spend on this hex. Add your Charisma Modifier to the healing roll.
Sorcery Point drawback: After being healed by this ability, the target creature cannot receive healing from any source, magical or otherwise for a number of rounds equal to the number of sorcery points you spent on this hex.

Hit dice Effect: As an action, target one creature within 30ft to steal vitality from. Target must make a CON save vs your spellcasting dc or take 2d6 in cold damage for every one hit die you spend on this hex. Add your charisma modifier to the damage dealt. On a successful save, the target takes half damage. After that, target another creature within 30ft of both you, and the first target to receive the vitality, granting them HP equal to half of the damage dealt, rounded down. You may target yourself with this healing, but you receive half the normal amount, also rounded down.
Hit dice drawback: The strain of this hex will take it's toll, and after the second target receives the healing, you instantly take damage equal to the number of hit dice you spent x5. This damage cannot be negated or resisted in any way other than what is listed here, but it also cannot kill you outright. However, it can drop you to below 0 HP, forcing you to make death saves on your next turn. You can use your reaction spend a spell slot (or spell points of equal value to the spell slot in question) and reduce the damage you take from this drawback by 5x the level of the spell slot spent, to a maximum damage reduction of up to half of the damage taken from the hex, rounded down.

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Witch's Mark 
Sorcery Point Effect: As an action, mark a number of creatures within 30ft equal to the number of Sorcery Points spent. These creatures must be within 30ft of you at the time of casting. The target creature(s) may make a wisdom saving throw if they so choose. On a failure, this Hex marks the target with a mark. The mark is always very easily obviously magic and easy to spot, but the Witch may determine what it looks like, and where on the target's body it is placed. (The spot must be clearly visible to the Witch at the time of casting.)
This mark lasts for 1 minute, or until you dismiss it (requires no action, all marks disappear at once) allows you to know the exact location of all marked targets so long as they are on the same plane of existence as you. And while the mark is active, you may target the marked creature(s) within 100ft with a spell with a range of self, or touch regardless of your actual distance from the target. And may target them with your hexes regardless of their location within 100ft. However, any spell or hex you cast affects ALL creatures that you have marked simultaneously. Any spell that removes curses or dispels magic removes the mark on whomever the dispelling magic is cast on if the caster can beat your spellcasting dc with a spellcasting check.
Sorcery Point drawback: This Hex requires your complete concentration, and as such, you are treated as if you are concentrating on a spell, and must make checks accordingly to maintain concentration. You cannot cast concentration spells through this connection. However, if your target(s) chose to fail their saving throw to allow you to mark them, and you lose concentration on this hex for any reason other than it's duration running out, all your marked targets become stunned for 1 round as the connection drop crashes harder upon willing subjects. This includes if a dispel magic or remove curse is cast on one of them, in which case that one target is stunned for 1 round, as if your concentration had ended.

Hit dice Effect: As an action, mark a number of creatures within 30ft equal to the number of Sorcery Points spent. These creatures must be within 30ft of you at the time of casting. The target creature(s) may make a wisdom saving throw if they so choose. On a failure, this Hex marks the target with a mark. The mark is always very easily obviously magic and easy to spot, but the Witch may determine what it looks like, and where on the target's body it is placed. (The spot must be clearly visible to the Witch at the time of casting.)
This mark lasts for 1 minute, or until you dismiss it (requires no action, all marks disappear at once) allows you to know the exact location of all marked targets so long as they are on the same plane of existence as you. And while the mark is active, you may target the marked creature(s) within 100ft with any single target spell of your choice regardless of it's range. And may target them with your hexes regardless of their location within 100ft. However, any spell or hex you cast affects ALL creatures that you have marked simultaneously. Any spell that removes curses or dispels magic removes the mark on whomever the dispelling magic is cast on if the caster can beat your spellcasting dc with a spellcasting check.

Hit dice drawback: This version of the Hex does not require your concentration, and allows you to cast concentration spells through the connection, (though you must still concentrate on that spell as normal.) However, when this hex ends, any spell being channeled through these marks instantly end as well, and you are stunned for a number of rounds equal to the number of targets you marked.

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Curse of Slumber
Sorcery Point Effect: As an action, target a living creature within 30ft. The target may make a wisdom saving throw. On a failure, the target falls asleep for a number of rounds equal to your charisma modifier. A nearby creature can spend an action to wake the target up, otherwise it will not wake up until the requisite rounds have passed, or until it takes damage from any source.
Sorcery Point drawback: If the creature succeeds on it's saving throw, it is immune to this hex for 24 hours. Creatures immune to magical sleep or charms are immune to this hex.

Hit dice Effect: As an action, target a living creature within 30ft. The target may make a wisdom saving throw. On a failure, the target falls asleep for a number of rounds equal to twice your charisma modifier. A nearby creature can spend an action to wake the target up, otherwise it will not wake up until the requisite rounds have passed. When the target takes damage, it may make another saving throw to wake up.
Hit dice drawback: If the creature succeeds on it's saving throw, it is immune to this hex for 24 hours. If you spend 1 additional hit die, you may ignore a creature's normal immunity to charms and/or immunity to magical sleep.

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Flight
Sorcery Point Effect: As an action, you may spend 1 Sorcery Point to Cast Feather Fall, 2 Sorcery Points to cast Levitate, or 4 Sorcery Points to cast Fly. Which ever spell you choose, you cast it at it's base level, and it lasts a number of minutes equal to your Charisma modifier.
Sorcery Point drawback: You and all the creatures you cast these spells on that do not resist the casting of the spell gain a level of exhaustion for the duration of the spell you cast, and for 1 minute afterwards.

Hit dice Effect: As an action, you may spend 1 Hit dice to Cast Feather Fall, 2 Hit dice to cast Levitate, or 3 Hit dice to cast Fly. Which ever spell you choose, you cast it at it's base level, and it lasts a number of minutes equal to twice your Charisma modifier.
Hit dice drawback: You gain a level of exhaustion for every Hit die you spent to cast the spell when the spell ends. These levels of exhaustion disappear after 1 hour per level, or after a short rest.

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Curse of Agony
Sorcery Point Effect: As an action, force a Target Creature within 30ft to make a Constitution saving throw. On a failure, the target suffers unimaginable pain that impedes their ability to function for a number of rounds equal to your Charisma modifier. They make all attack rolls, ability checks as well as strength and dexterity saving throws with a -2 penalty for the duration, or until your turn passes without you spending a bonus action to direct the target's pain.
Sorcery Point drawback: If a creature succeeds on this saving throw, they are immune to this hex for the next 24 hours. In addition, you must spend a bonus action each turn to maintain the target's agony for the full duration, otherwise this hex lasts only one round.

Hit dice Effect: As an action, force a Target Creature within 30ft to make a Constitution saving throw. On a failure, the target suffers unimaginable pain that causes them to convulse at random for a number of rounds equal to your Charisma modifier. They make all attack rolls, ability checks as well as strength and dexterity saving throws with a -5 penalty for the duration, or until your turn passes without you spending your action to direct the target's pain. While this hex is active, if the target of this hex would have hit an attack, you can use your reaction to spend an additional hit die to force the target to instead swap targets to another target (or empty space) within it's range other than itself, using the same attack roll against the new target.
Hit dice drawback: If a creature succeeds on this saving throw, they are immune to this hex for the next 24 hours. In addition, you must spend your action each turn to maintain the target's agony for the full duration, otherwise this hex lasts only one round.

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Alacrity
Sorcery Point Effect: As a reaction after combat begins and initiative is rolled, you may spend sorcery points to influence initiative for a number of rounds equal to your charisma modifier, after which this hex ends. For every 1 sorcery point you spend, you grant 1 creature within 30ft of you a bonus to their initiative score equal to your proficiency bonus, possibly granting them more favorable positioning on the initiative board. This bonus lasts until the hex ends.
Sorcery Point drawback: When this hex ends, every creature you gave the bonus to loses said bonus, and now instead has a penalty to their initiative score equal to half your proficiency modifier rounded down, for a number of rounds equal to the number of sorcery points you spent.

Hit dice Effect: As a reaction after combat begins and initiative is rolled, you may spend hit dice to influence initiative for a number of rounds equal to your charisma modifier, after which this hex ends. For every 1 hit die you spend, you grant 1 creature within 30ft of you a bonus to their initiative score equal to your proficiency bonus, possibly granting them more favorable positioning on the initiative board. In addition, you also grant the target a +1 to AC, +15 movement speed, and an additional action each turn that they may use to dodge, dash, or disengage. These bonuses last until the hex ends.
Hit dice drawback: When this hex ends, you gain a penalty to your initiative score equal to half your proficiency modifier for a number of rounds equal to the amount of hit dice you spent x2. In addition, you have a -1 penalty to AC, -15 movement speed, and on each of your turns, you can only take an action, or a bonus action, but not both, for the same duration.

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Crippling Hex
Sorcery Point Effect: As an action, target a creature within 30ft of you. The creature must make a Constitution saving throw or suffer a crippling hex. You may choose one of the following effects to inflict upon a target that fails the saving throw; Blind the target, deafen the target, render the target mute, reduce the target's speed by half (stacks with other speed reductions.), or temporarily disable the target's extra attack or multi attack feature. Whichever effect you choose, it lasts for a number of rounds equal to how many sorcery points you spend, up to a maximum duration of five rounds.
Sorcery Point drawback: You are also affected by whichever effect you inflict on the target, if you choose to temporarily disable the target's extra attack or multi attack feature, and you do not possess that feature, you are instead muted for the duration.

Hit dice Effect: As an action, target a creature within 30ft of you. The creature must make a Constitution saving throw or suffer a crippling hex. You may choose one of the following effects to inflict upon a target that fails the saving throw; Blind the target, deafen the target, render the target mute, reduce the target's speed by half (stacks with other speed reductions.), or temporarily disable the target's extra attack or multi attack feature. Whichever effects you choose, it lasts for a number of rounds equal to how many hit dice you spent, up to a maximum duration of five rounds.
Hit dice drawback: You are also affected by whichever effects you inflict on the target, if you choose to temporarily disable the target's extra attack or multi attack feature, and you do not possess that feature, you are instead muted for the duration, if you are already muted from this interaction, you are also blinded for the duration.

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Ice Tomb
Sorcery Point Effect: As an action, target a creature, or construct within 30ft and force them to make a constitution saving throw. On a success, the target takes half of 4d8 + your charisma modifier in cold damage and nothing happens. On a failure, the target takes 4d8 + your charisma modifier in cold damage and is completely encased in ice for a minimum number of rounds equal to half the number of sorcery points you spent, after which, it will receive another constitution saving throw every turn and on a successful save, or when 1 minute has passed, it will be freed from it's icy prison.
While encased in ice, the target is considered paralyzed and unconscious, but it does not need to breath, eat, drink or sleep while it is trapped. It cannot be the target of any spell while the ice is intact. The ice has an AC of 10, and HP equal to 20 + 5x your charisma modifier.
destroying the ice harmlessly frees the creature. 
Sorcery Point drawback: If the creature succeeds on it's saving throw, it becomes immune to this hex for 24 hours. This hex costs 2 sorcery points to cast.

Hit dice Effect: As an action, target a creature, or construct within 30ft and force them to make a constitution saving throw. On a success, the target takes half of 4d8 + your charisma modifier in cold damage and nothing happens. On a failure, the target takes 4d8 + your charisma modifier in cold damage and is completely encased in ice for a minimum number of rounds equal to the number of hit dice you spent, after which, it will receive another constitution saving throw every turn and on a successful save, or when 1 minute has passed, it will be freed from it's icy prison.
While encased in ice, the target is considered paralyzed and unconscious, but it does not need to breath, eat, drink or sleep while it is trapped. It cannot be the target of any spell while the ice is intact. The ice has an AC of 15, and HP equal to 25 + 5x your charisma modifier.
destroying the ice harmlessly frees the creature. 

Hit dice drawback: If the creature succeeds on it's saving throw, it becomes immune to this hex for 24 hours. This hex costs 2 hit dice to cast.

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Alacrity

Alacrity
Sorcery Point Effect: As a reaction after combat begins and initiative is rolled, you may spend sorcery points to influence initiative for a number of rounds equal to your charisma modifier, after which this hex ends. For every 1 sorcery point you spend, you grant 1 creature within 30ft of you a bonus to their initiative score equal to your proficiency bonus, possibly granting them more favorable positioning on the initiative board. This bonus lasts until the hex ends.
Sorcery Point drawback: When this hex ends, every creature you gave the bonus to loses said bonus, and now instead has a penalty to their initiative score equal to half your proficiency modifier rounded down, for a number of rounds equal to the number of sorcery points you spent.

Hit dice Effect: As a reaction after combat begins and initiative is rolled, you may spend hit dice to influence initiative for a number of rounds equal to your charisma modifier, after which this hex ends. For every 1 hit die you spend, you grant 1 creature within 30ft of you a bonus to their initiative score equal to your proficiency bonus, possibly granting them more favorable positioning on the initiative board. In addition, you also grant the target a +1 to AC, +15 movement speed, and an additional action each turn that they may use to dodge, dash, or disengage. These bonuses last until the hex ends.
Hit dice drawback: When this hex ends, you gain a penalty to your initiative score equal to half your proficiency modifier for a number of rounds equal to the amount of hit dice you spent x2. In addition, you have a -1 penalty to AC, -15 movement speed, and on each of your turns, you can only take an action, or a bonus action, but not both, for the same duration.

Crippling Hex

Crippling Hex
Sorcery Point Effect: As an action, target a creature within 30ft of you. The creature must make a Constitution saving throw or suffer a crippling hex. You may choose one of the following effects to inflict upon a target that fails the saving throw; Blind the target, deafen the target, render the target mute, reduce the target's speed by half (stacks with other speed reductions.), or temporarily disable the target's extra attack or multi attack feature. Whichever effect you choose, it lasts for a number of rounds equal to how many sorcery points you spend, up to a maximum duration of five rounds.
Sorcery Point drawback: You are also affected by whichever effect you inflict on the target, if you choose to temporarily disable the target's extra attack or multi attack feature, and you do not possess that feature, you are instead muted for the duration.

Hit dice Effect: As an action, target a creature within 30ft of you. The creature must make a Constitution saving throw or suffer a crippling hex. You may choose one of the following effects to inflict upon a target that fails the saving throw; Blind the target, deafen the target, render the target mute, reduce the target's speed by half (stacks with other speed reductions.), or temporarily disable the target's extra attack or multi attack feature. Whichever effects you choose, it lasts for a number of rounds equal to how many hit dice you spent, up to a maximum duration of five rounds.
Hit dice drawback: You are also affected by whichever effects you inflict on the target, if you choose to temporarily disable the target's extra attack or multi attack feature, and you do not possess that feature, you are instead muted for the duration, if you are already muted from this interaction, you are also blinded for the duration.

Curse of Agony

Curse of Agony
Sorcery Point Effect: As an action, force a Target Creature within 30ft to make a Constitution saving throw. On a failure, the target suffers unimaginable pain that impedes their ability to function for a number of rounds equal to your Charisma modifier. They make all attack rolls, ability checks as well as strength and dexterity saving throws with a -2 penalty for the duration, or until your turn passes without you spending a bonus action to direct the target's pain.
Sorcery Point drawback: If a creature succeeds on this saving throw, they are immune to this hex for the next 24 hours. In addition, you must spend a bonus action each turn to maintain the target's agony for the full duration, otherwise this hex lasts only one round.

Hit dice Effect: As an action, force a Target Creature within 30ft to make a Constitution saving throw. On a failure, the target suffers unimaginable pain that causes them to convulse at random for a number of rounds equal to your Charisma modifier. They make all attack rolls, ability checks as well as strength and dexterity saving throws with a -5 penalty for the duration, or until your turn passes without you spending your action to direct the target's pain. While this hex is active, if the target of this hex would have hit an attack, you can use your reaction to spend an additional hit die to force the target to instead swap targets to another target (or empty space) within it's range other than itself, using the same attack roll against the new target.
Hit dice drawback: If a creature succeeds on this saving throw, they are immune to this hex for the next 24 hours. In addition, you must spend your action each turn to maintain the target's agony for the full duration, otherwise this hex lasts only one round.

Curse of Slumber

Curse of Slumber
Sorcery Point Effect: As an action, target a living creature within 30ft. The target may make a wisdom saving throw. On a failure, the target falls asleep for a number of rounds equal to your charisma modifier. A nearby creature can spend an action to wake the target up, otherwise it will not wake up until the requisite rounds have passed, or until it takes damage from any source.
Sorcery Point drawback: If the creature succeeds on it's saving throw, it is immune to this hex for 24 hours. Creatures immune to magical sleep or charms are immune to this hex.

Hit dice Effect: As an action, target a living creature within 30ft. The target may make a wisdom saving throw. On a failure, the target falls asleep for a number of rounds equal to twice your charisma modifier. A nearby creature can spend an action to wake the target up, otherwise it will not wake up until the requisite rounds have passed. When the target takes damage, it may make another saving throw to wake up.
Hit dice drawback: If the creature succeeds on it's saving throw, it is immune to this hex for 24 hours. If you spend 1 additional hit die, you may ignore a creature's normal immunity to charms and/or immunity to magical sleep.

Flight

Flight
Sorcery Point Effect: As an action, you may spend 1 Sorcery Point to Cast Feather Fall, 2 Sorcery Points to cast Levitate, or 4 Sorcery Points to cast Fly. Which ever spell you choose, you cast it at it's base level, and it lasts a number of minutes equal to your Charisma modifier.
Sorcery Point drawback: You and all the creatures you cast these spells on that do not resist the casting of the spell gain a level of exhaustion for the duration of the spell you cast, and for 1 minute afterwards.

Hit dice Effect: As an action, you may spend 1 Hit dice to Cast Feather Fall, 2 Hit dice to cast Levitate, or 3 Hit dice to cast Fly. Which ever spell you choose, you cast it at it's base level, and it lasts a number of minutes equal to twice your Charisma modifier.
Hit dice drawback: You gain a level of exhaustion for every Hit die you spent to cast the spell when the spell ends. These levels of exhaustion disappear after 1 hour per level, or after a short rest.

Ice Tomb

Ice Tomb
Sorcery Point Effect: As an action, target a creature, or construct within 30ft and force them to make a constitution saving throw. On a success, the target takes half of 4d8 + your charisma modifier in cold damage and nothing happens. On a failure, the target takes 4d8 + your charisma modifier in cold damage and is completely encased in ice for a minimum number of rounds equal to half the number of sorcery points you spent, after which, it will receive another constitution saving throw every turn and on a successful save, or when 1 minute has passed, it will be freed from it's icy prison.
While encased in ice, the target is considered paralyzed and unconscious, but it does not need to breath, eat, drink or sleep while it is trapped. It cannot be the target of any spell while the ice is intact. The ice has an AC of 10, and HP equal to 20 + 5x your charisma modifier.
destroying the ice harmlessly frees the creature. 
Sorcery Point drawback: If the creature succeeds on it's saving throw, it becomes immune to this hex for 24 hours. This hex costs 2 sorcery points to cast.

Hit dice Effect: As an action, target a creature, or construct within 30ft and force them to make a constitution saving throw. On a success, the target takes half of 4d8 + your charisma modifier in cold damage and nothing happens. On a failure, the target takes 4d8 + your charisma modifier in cold damage and is completely encased in ice for a minimum number of rounds equal to the number of hit dice you spent, after which, it will receive another constitution saving throw every turn and on a successful save, or when 1 minute has passed, it will be freed from it's icy prison.
While encased in ice, the target is considered paralyzed and unconscious, but it does not need to breath, eat, drink or sleep while it is trapped. It cannot be the target of any spell while the ice is intact. The ice has an AC of 15, and HP equal to 25 + 5x your charisma modifier.
destroying the ice harmlessly frees the creature. 

Hit dice drawback: If the creature succeeds on it's saving throw, it becomes immune to this hex for 24 hours. This hex costs 2 hit dice to cast.

Restore / Steal Vitality

Restore / Steal Vitality
Sorcery Point Effect: As an action, target creature within 30ft. That creature restores HP equal to the roll of 2d6 for every sorcery point you spend on this hex. Add your Charisma Modifier to the healing roll.
Sorcery Point drawback: After being healed by this ability, the target creature cannot receive healing from any source, magical or otherwise for a number of rounds equal to the number of sorcery points you spent on this hex.

Hit dice Effect: As an action, target one creature within 30ft to steal vitality from. Target must make a CON save vs your spellcasting dc or take 2d6 in cold damage for every one hit die you spend on this hex. Add your charisma modifier to the damage dealt. On a successful save, the target takes half damage. After that, target another creature within 30ft of both you, and the first target to receive the vitality, granting them HP equal to half of the damage dealt, rounded down. You may target yourself with this healing, but you receive half the normal amount, also rounded down.
Hit dice drawback: The strain of this hex will take it's toll, and after the second target receives the healing, you instantly take damage equal to the number of hit dice you spent x5. This damage cannot be negated or resisted in any way other than what is listed here, but it also cannot kill you outright. However, it can drop you to below 0 HP, forcing you to make death saves on your next turn. You can use your reaction spend a spell slot (or spell points of equal value to the spell slot in question) and reduce the damage you take from this drawback by 5x the level of the spell slot spent, to a maximum damage reduction of up to half of the damage taken from the hex, rounded down.

Witch's Mark

Witch's Mark 
Sorcery Point Effect: As an action, mark a number of creatures within 30ft equal to the number of Sorcery Points spent. These creatures must be within 30ft of you at the time of casting. The target creature(s) may make a wisdom saving throw if they so choose. On a failure, this Hex marks the target with a mark. The mark is always very easily obviously magic and easy to spot, but the Witch may determine what it looks like, and where on the target's body it is placed. (The spot must be clearly visible to the Witch at the time of casting.)
This mark lasts for 1 minute, or until you dismiss it (requires no action, all marks disappear at once) allows you to know the exact location of all marked targets so long as they are on the same plane of existence as you. And while the mark is active, you may target the marked creature(s) within 100ft with a spell with a range of self, or touch regardless of your actual distance from the target. And may target them with your hexes regardless of their location within 100ft. However, any spell or hex you cast affects ALL creatures that you have marked simultaneously. Any spell that removes curses or dispels magic removes the mark on whomever the dispelling magic is cast on if the caster can beat your spellcasting dc with a spellcasting check.
Sorcery Point drawback: This Hex requires your complete concentration, and as such, you are treated as if you are concentrating on a spell, and must make checks accordingly to maintain concentration. You cannot cast concentration spells through this connection. However, if your target(s) chose to fail their saving throw to allow you to mark them, and you lose concentration on this hex for any reason other than it's duration running out, all your marked targets become stunned for 1 round as the connection drop crashes harder upon willing subjects. This includes if a dispel magic or remove curse is cast on one of them, in which case that one target is stunned for 1 round, as if your concentration had ended.

Hit dice Effect: As an action, mark a number of creatures within 30ft equal to the number of Sorcery Points spent. These creatures must be within 30ft of you at the time of casting. The target creature(s) may make a wisdom saving throw if they so choose. On a failure, this Hex marks the target with a mark. The mark is always very easily obviously magic and easy to spot, but the Witch may determine what it looks like, and where on the target's body it is placed. (The spot must be clearly visible to the Witch at the time of casting.)
This mark lasts for 1 minute, or until you dismiss it (requires no action, all marks disappear at once) allows you to know the exact location of all marked targets so long as they are on the same plane of existence as you. And while the mark is active, you may target the marked creature(s) within 100ft with any single target spell of your choice regardless of it's range. And may target them with your hexes regardless of their location within 100ft. However, any spell or hex you cast affects ALL creatures that you have marked simultaneously. Any spell that removes curses or dispels magic removes the mark on whomever the dispelling magic is cast on if the caster can beat your spellcasting dc with a spellcasting check.

Hit dice drawback: This version of the Hex does not require your concentration, and allows you to cast concentration spells through the connection, (though you must still concentrate on that spell as normal.) However, when this hex ends, any spell being channeled through these marks instantly end as well, and you are stunned for a number of rounds equal to the number of targets you marked.

Empowered Curses

At 14th level, you become more adept at using your blood to channel your curses and hexes.

When you spend hit dice to cast one of your hexes, you can choose to ignore the penalties for doing so a number of times per long rest equal to your proficiency bonus.
Using this ability requires you to use a bonus action as you're casting the hex, as you force your cursed blood to do exactly as directed with sheer force of will.

In addition, you have advantage on saves against all curse and hex spells, effects or abilities. Your heritage providing you a small measure of protection against the powers you wield.

Reign of Winter

At 18th level, you become a true Winter Witch, for better or for worse.

You gain immunity to Cold damage, and effects that reduce your movement speed.

You also gain the ability to use a reaction to spend sorcery points to reduce the movespeed of targets you choose, which you have damaged with a spell, effect or ability that deals cold damage by 10ft. This costs 2 sorcery points per target you choose, and stacks with any existing movespeed reduction. This lasts for a number of rounds equal to half your proficiency bonus, rounded down.

Lastly, you learn channel the full force of your cursed blood to unleash your innate power without fear.
You are now immune to the negative effects of your curses and hexes.

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