Base Class: Sorcerer
A winter storm is coming. Infused with magic from the elemental plane of cold, and the winter court, you unleash the cold that runs in your veins.
Tongue of the Frostdwellers
The arcane magic you command is infused with elemental cold and snow. You can speak, read, and write Giant, Yeti, and Winterwolf.
Shroud of Snow
Starting at 3rd level, you can use a bonus action on your turn to cause whirling gusts of snow to briefly surround you, immediately before or after you cast a spell of 1st level or higher. Doing so allows you to become heavily obscured until the end of your next turn.
Heart of the Blizzard
At 6th level, you gain resistance to cold and fire damage. Whenever you start casting a spell of 1st level or higher that deals cold damage, the area around you freezes. Creatures of your choice that you can see within 10 feet of you to take cold damage equal to half your sorcerer level and their movement and their movement speed is reduced by 10ft until the start of your next turn.
Ice soul
You learn the Water walk spell, and it doesn't count towards your total amount of spells known. You can use it a number of times equal to your CHA modifier. As a bonus action, you can cause the ice under your feet to freeze until the end of your next turn.
Additionally, you ignore difficult terrain created by ice or snow, and you can't slip on ice.
Ice wolves
Starting at 14th level, you can magically summons 1d4 wolves made of ice (use the winter wolf stat block in the Monster Manual to represent them, but they are Elementals instead of Monstrosities). The wolves appear in unoccupied spaces the caster can see within 30 feet of itself. The wolves take their turn immediately after the caster on the same initiative count, and they obey the caster’s commands. The wolves gain a +6 bonus to their attack and damage rolls while they are within 30 feet of the caster. The wolves disappear after 1 minute, when the caster dies. This can be used once every short or long rest.
The Bizzard Within
At 18th level, you gain immunity to cold damage.
Additionally, you can unleash a blizzard from deep in your soul. As a Magic action, you can unleash a devastating storm from deep within you. All creatures in a 30ft radius must make a constitution saving throw. On a failed save, a creature takes 4d8 cold damage. On a successful save, the creature takes half as much damage only. When a creature enters the area for the first time or starts their turn there, they must make the save. Within 20 ft of the caster, it becomes heavily obscured. This lasts for one minute, or until the caster is knocked out.
Once you use this feature, you can’t do so again until you finish a Long Rest unless you spend 5 Sorcery Points (no action required) to restore your use of it.
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