Sorcerer
Base Class: Sorcerer

Your innate power comes from the elementals of Cold, and the powers of Winter. Many can trace their powers back to stretches of time spent in colder, harsher environments and adapting to it, developing their magic to withstand the intense cold. 

Cold Resistance

Starting at 1st level, you become adapted to the cold. You become resistant to Cold Damage. You also don't get affected by difficult terrain caused by ice, and you are unaffected by cold environmemts. 

Additional Spells

Also at 1st level, you gain an expanded spell list. These spells are always prepared, and do not count against the spells you know. 

Sorcerer Level Spells
1st create or destroy water, grease
3rd darkness, enhance ability 
5th protection from energy, sleet storm 
7th control water, ice storm
9th cone of cold, conjure elemental 

Empowered Damage

Starting at 6th level, you are able to overcome the resistances of any of your enemies. When you cast a spell that does cold damage, you can ignore any resistance or immunity to cold damage. Furthermore, whenever you cast a spell that does cold damage, you may spend a sorcery point to increase the damage by 1 of the same damage die type, up to an additional 5 sorcery points. 

Winter Soul

Starting at 14th level, you can use a bonus action to activate your Winter Soul, causing frost to appear all over your skin. You gain the following benefits for a minute: 

  • You gain immunity to cold damage 
  • Your AC increases by 2 but your speed is reduced by 10ft 
  • You have darkvision out to 120ft 
  • When you cast a spell that does cold damage, you can spend a sorcery point to reroll a number of dice equal to your Charisma Modifier 

Once you use this feature, you cannot do so again until you finish a short or long rest. 

Storm of Ice

Starting at 18th level, you can cause a storm of ice to appear around you. As an action, by spending 5 sorcery points, you can choose a cube of 30ft by 30ft by 30ft with the centre within 120ft of you. Anyone within this cube must make a Dexterity Saving Throw, and is subjected to an enslaught of ice and hail. On a failed save, they take 10d6 cold damage, and fall prone, and on a success they take half as much damage and don't fall prone. The area becomes icy, and become difficult terrain for 1 minute. 

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