Sorcerer
Base Class: Sorcerer

The users of the Winter Soul, also known as Cryomancers to experienced magic users, are wielders of magics infused with the heart of Winter, people with the ability to utilize their cold nature and infuse their magics with the chill they constantly feel. This is as much of a curse as it is a blessing, as these Cryomancers had their bodies naturally change to accommodate this power, which led to changes that affected the world around them. 

Cryomancer Spells

1st-Level Winter Soul Feature

 

 

You learn additional spells when you reach certain levels in this class, as shown on the Cryomancer Spells table. Each of these spells counts as a sorcerer spell for you, but it does not count against the number of sorcerer spells you know.

ALL 'Elemental' spells, no matter which type, all become Cold based in nature, and all Elemental damaging spells deal Cold damage instead.

CRYOMANCER SPELLS

 

Sorcerer 

Level

Spells

1st

Fog Cloud, Frostbite, Ice Knife

3rd

Hold Person, Mirror Image

5th

Sleet Storm, Slow

7th

Greater Invisibility, Ice Storm

9th

Cone of Cold, Hold Monster

You can also speak with and understand any creature or construct made of or directly connected with the Cold Element,

Heart of Ice

1st–Level Winter Soul feature

You gain resistance to cold damage. You are also acclimated to freezing temperatures and high altitude, including elevations above 20,000 feet.

Your body has also changed thanks to the nature of your magic, and the following changes apply:

  • 1)The air surrounding you becomes cold and rigid, causing you to subconsciously put out all small fires and freeze glasses of liquid
  • 2) You become ice cold to the touch.
  • 3) You are unable to eat hot food as your insides have become to cold to handle it.
  • 4) While you sleep, a layer of frost encases you.
  • 5) While you travel, the ground under you becomes frosty (Cant be tracked as the frost melts as you travel)

 

Winters' Soul

1st-Level Winter Soul Feature

 

Starting at 1st level, you gain the ability to manifest your Icey power in a way that will annihilate your enemies. As a Bonus Action, you begin to release more magical power than normal as your COLD damaging spells become more lethal. For 1 minute your Cold damage spells will deal extra damage equal to your proficiency bonus, sorcerer level and spellcasting modifier, however you will also take half of this extra damage without resistance and it cannot be healed magically until after a full nights sleep, otherwise is healed from short or long rests. You can use this feature a number of times equal to your proficiency bonus.

During this minute you also gain the following effects;

  • Your movement speed is halved
  • You have disadvantage on Dexterity Saving throws
  • You cannot willingly end this effect early other than becoming unconscious

 

Ice Walk

1st–Level Winter Soul feature

You can move across difficult terrain made of ice or snow without expending extra movement. You can also walk on water as it freezes beneath your feet.

Arctic Magic

6th–Level Winter Soul feature

Spells you cast of 1st–level or higher, ignore resistance to cold damage. In addition, whenever you deal cold damage with a spell of 1st–level or higher, you can deal additional cold damage equal to your Charisma modifier to one damage roll of that spell.

 

Freezing Body

6th–Level Cryomancer feature

Whenever you cast a spell of 1st–level or higher that deals cold damage, deadly frost burst from you. All creatures of your choice that you can see within 10 feet take cold damage equal to half your sorcerer level (rounded down).

  • When you reach 10th–level in this class, the radius of this frost increases by an additional 10 feet, for a total of 20 feet.
  • When you reach 14th–level in this class, the radius of this frost increases by an additional 10 feet, for a total of 30 feet.
  • When you reach 18th–level in this class, the radius of this frost increases by an additional 10 feet, for a total of 40 feet.

Frosty Discharge

At 6th level, as a bonus action you can freeze the ground around you in a 15 foot diameter circle. This causes to ground to become frozen and slippery, and for every ten feet a creature travels across it, they must make a dex saving throw (Spell Save DC) or they start to slip and their movement is slowed by 10 feet as they have to regain their balance. This can be used only once per turn. This feature lasts for the amount of turns equal to the users Cha modifier, and has a limited amount of uses equal to your proficiency bonus. This feature doesn't affect you as you are one with the ice.

Also when you use this feature, you can choose up to two creature who must make a Str check (Spell Save DC). If they fail the check their feet become frozen over and their movement becomes 0 until they break out of the ice. The creatures are able to break out using two methods:

  • They pass a Str check (same DC) that occurs after every one of their turns.
  • They spend an action to break their feet out.

Coldbringer

14th-Level Winter Soul Feature

 

At 14th Level, you have acclimated to your powers and form. You have advantage on saving throws against spells or creature abilities that deal cold damage, can cast a single Cold/Ice based spell without spending a spell slot once a day, and creatures that start their turn within 5ft of you (That you declare) must succeed on a CON save against your spell DC or take 2d8 Cold damage and have their movement speed become 0 until the end of their next turn.

Frozen Soul

18th–Level Winter Soul feature

You gain immunity to cold damage and can cast Ice/Cold based spells up to 2nd level at will without using a spell slot. In addition, spells you cast of 1st–level or higher, ignore resistance to cold damage and treats immunity to cold damage as resistance

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