Sorcerer
Base Class: Sorcerer

You have been blessed by the winter itself. Your eyes carry the blizards of mid-winter, the harsh winds of early winter, and the awakening the late winter brings. You are one of a kind, as there can only be one winter. Control your soul for if you lose it, the ethernal cold will reign forever more.

You may be an offspring of a God, or you might be the Winter incarnate... Could you be a spirit born of cold magic? You do not know, but you yearn to. Whoever you are, whatever you are, you yearn to live.

Level 3: Frozen Heart

You always have the Ray of Frost cantrip prepered. And you are resistant to Cold Damage.

However, because of your unique condition when you cast any spells with Fire and Radiant damage, 1d4 is subtracted from both your attack roll and damage roll.

Winter's Spells

When you reach a Sorcerer level specified in the Winter Spells table, you thereafter always have the listed spells prepared.

Psionic Spells
Sorcerer Level Spells
3 Blur, Warding Bond, Misty Step
5 Glyph of Warding, Wind Wall
7 Ice Storm, Freedom of Movement
9 Cone of Cold, Hallow

Level 6: Winter Incarnate

You gain the power of Winter's aspects.

Flames of the Stormy Nights

Winter is dark and cold, cruel and belittling; under the eternal cold even flames must bend to Winter's will, for it can be nothing but the burning of ice.

Using as an bonus action you can start concentrating the Burning Cold. While in concentration, the effects of Frozen Heart is temporarily supressed. You do not get your dice subtracted and the spells cast with Fire property instead deal Cold and Necrotic instead of Radiant.

Activating concentration on this does not count as an magic action.

(Pre-requires 9th level in Sorcerer.)

Keeper of The Darkest Winter

You gain immunity to Cold damage and resistance to Necrotic damage. In addition, your spell that deals Cold or Necrotic damage gets bonus damage equal to +1d6 per every spell slot level.

(Pre-requires 12th level in Sorcerer.)

Morning of The Whitest Winter

Your heart pulses with warmth, you aspire to help those around you for they are beloved.

You can cast Mass Cure Wounds as an bonus action once per Short Rest. Additionally, when you cast a healing spell, you heal an additional +1d6 HP per spell slot level.

(Pre-requires 12th level in Sorcerer.)

One With the Cold Winds

You gain the Fly and Gust of Wind spells. They are always prepared. You can cast Fly to yourself as a bonus action without expending a spell slot, re-usable after a short rest.

Pines in The Harsh Winter Winds

You stand firm in the howling winds like the roots of the evergreen trees.

You have a +2 to your Strength Saving Throws, as well as +2 Armor Class if you are not wearing any armour. You gain the Barkskin spell.

(Pre-requires 6th level in Sorcerer.)

Wielder of The Ruthless Cold

As your understanding of yourself increases, so does your power. You now understand the cold better than anyone.

If a spells you are casting deals Cold damage, it ignores Resistance. Additionally, every dice rolled 1 for damage is considered as a 2.

(Pre-requires 9th level in Sorcerer.)

Level 14: Late Winter Blooms

 You gain the action Sorceric Rocovery: Bloom to replanish 1 spell slot of any level or 5 of your Sorcery Points, usable in both out of and in combat. It has 2 charges and can be used again once you finish a Long Rest. (The spell slots you regain using this feature can not be converted to Sorcery Points.)

You gain +1 charge at level 18, and +2 charges at level 20.

Level 18: Winter's Domain

Starting for 18th level, you can create a Winter's Domain. When activated it covers a 150ft cylinder centering you that lasts for 15 turns. You have a magical flying speed of 30ft while in the area. Additionaly, you must chose one of the option below for its manifastation. Every manifastation comes with a different effect, and contınues to affect creatures in the area for every turn they are in it. Once chosen you can not change the sellected manifastation after activation.

Blizzard: Snow starts falling as the winds roar all around you. Creratures within the area moves as if on Difficult Terrain. Additionaly, your companions attack deals an additional 2d6 Cold Damage with their Weapon Attacks and Unarmed Strikes.

Blowing Snow: A strong wind starts blowing from everyway with heavy snowfall. Creatures within the cylinder is blinded and has to make a Strenght Saving Throw. On fail they are blown away from you and your companions for 10ft. On success, they stagger and lose 5ft of their Movement Speed.

Slush: The clouds gather overhead and starts rain down half-melted snow. Slowing the creatures' Movement Speed by half and giving them the wet condition, which makes them vulnerable to Cold and Lighting damage, but Resistance to Fire damage.

Hail: Solid ice shards starts raining down in the area, forcing every living creature to make a Dexterity Saving Throw for every turn they are inside the area. On fail the creature takes 2d12 Bludgeoning Damage plus 2d6 Cold Damage per turn. On success, the creature only takes 2d10 Bludgeoning Damage. Structures, objects and creatures with sizes Small and Tiny (or smaller) has disadvantage against damage rolls.

Additionally, this feature can be used with the Metamagic features; Careful Spell, Distant Spell, Empowered Spell, and Extended Spell. (The others cannot be used.)

Comments

Posts Quoted:
Reply
Clear All Quotes