Base Class: Sorcerer
Your innate magic comes from the power of winter. Many with this power can trace their magic back to a near-death experience caused by a terrible and unforgiving winter, but perhaps you were born during a howling blizzard so powerful that folk still tell stories of it, or you might have been influenced by some potent creatures of ice such as the blessing of a powerful fey or the curse of a bheur hag. Whatever the case, the magic of winter rests within your heart.
Sorcerers of this type are often shunned by many people, as their powers often remind them of when times are hard and the world is unforgiving. Their powers often come with ever present traits such as their breath always being visible, their hair being unnaturally white, or any water around them slowly turning to ice. Some sorcerer's of this kind embrace their powers, growing cold hearted as a result. Though some try to fight back against the cold in their hearts, presenting themselves as warm and kind, striving to bring the warmth you seldom feel to the lives of others.
Soul of Cold
Starting at 1st level, you have a natural protection against the cold. You gain resistance to cold damage.
Additionally, you can exert your will over snow and ice. As an action, you can choose an area of ice or water no larger than 30 feet on a side within 120 feet of you. You can change water to ice within the area, and you can reshape ice in the area in any manner you choose. You can raise or lower the ice’s elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can’t exceed half the area’s largest dimension. For example, if you affect a 30-foot square, you can create a pillar up to 15 feet high, raise or lower the square’s elevation by up to 15 feet, dig a trench up to 15 feet deep, and so on. You can’t shape the ice to trap or damage a creature in the area. When you reach 2nd level, you can spend sorcery points to increase the dimensions this feature effects by 10 feet per sorcery point spent.
Winter Magic
Starting at 1st level, your connection to the ice and cold of winter allows you to conjure it's power. You learn additional spells when you reach certain levels in this class, as shown on the Winter Spells table. The 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.
Winter Spells
Sorcerer Level | Spells |
---|---|
1st | ice knife, fog cloud |
3rd | hold person, spike growth |
5th | sleet storm, slow |
7th | ice storm, freedom of movement |
9th | cone of cold, hold monster |
Freezing Aura
Starting at 6th level, the frost and ice you create reaches a new level of frigidity. Spells you cast and effects you create that deal cold damage ignore resistance to cold damage. Additionally, whenever you cast a spell of 1st-level or higher that deals cold damage, the air around you chills suddenly and harshly. Creatures of your choice within 10 ft. of you take cold damage equal to half your sorcerer level and have their movement speed reduced by 10ft until the end of their next turn.
A Cold Hearts Choice
Starting at 14th level, you make the choice of whether to embrace the cold and heartless nature of your magic or to be warmer and kinder than your magic desires. Regardless of your choice, you gain a deeper connection to the facets of winter through it. You ignore difficult terrain made by ice or snow.
- Frozen Heart. You accept that winter is cold and unforgiving, and so are you. You gain immunity to the charmed condition. Additionally, whenever you deal cold damage to a creature, you can spend a sorcery point and force them to make a Wisdom saving throw or become frightened of you. At the end of a frightened creatures turn, they can repeat the save, end the condition on a success.
- Kind Heart. Winter may be cold, but you will be the warmth in the blizzard. Creatures you choose within 30ft of you gain resistance to cold damage and ignore difficult terrain made of ice and snow.
Additionally, you can conjure a swirling 20ft radius blizzard centered on a point you can see within 90ft of you for 1 minute. You maintain focus on the blizzard as if concentrating on a spell. For all creatures except you, the area in the blizzard is heavily obscured and the area covered by this blizzard is difficult terrain. Creatures who end their turn inside of this blizzard must make a Constitution saving throw or take cold damage equal to your sorcerer level. Creatures who succeed on the save take half damage. Once you use this ability, you cannot create a new blizzard in this way until you complete a long rest or spend a spell slot of 1st level or higher.
Frozen Heart
You accept that winter is cold and unforgiving, and so are you. You gain immunity to the charmed condition. Additionally, whenever you deal cold damage to a creature, you can spend a sorcery point and force them to make a Wisdom saving throw or become frightened of you. At the end of a frightened creatures turn, they can repeat the save, end the condition on a success.
Kind Heart
Winter may be cold, but you will be the warmth in the blizzard. Creatures you choose within 30ft of you gain resistance to cold damage, ignore difficult terrain made of ice and snow.
Heart of Ice
Starting at 18th level, your power over ice and frost heightens, and you learn how to evoke the truest power of winter, the power to freeze another creatures heart. You gain immunity to cold damage, and as an action, you can spend 6 sorcery points and target a creature within 30ft of you. Undead and constructs are immune to this ability. Make a ranged spell attack roll against the creature. On a hit, the target takes 4d10 cold damage and is restrained. On the creatures next turn, they must make a Constitution saving throw. On a successful check, they are no longer restrained and you cannot target that creature with this ability again for 24 hours. On a failed save, the target turns into solid ice and is petrified. A creature is automatically turned to ice if they are reduced to 0 hit points by this ability. Additionally, depending on what choice you made at 14th level, this ability gains additional effects.
- Ice Thrall. If you chose Frozen Heart at 14th level, creatures frozen by this ability become your minions. At any time after you have frozen a creature with this ability, you can spend 1 sorcery point as an action and choose a frozen creature you can see. That frozen creature becomes animate for 1 minute, is friendly to you and your allies, and follows your instructions(no action required). In combat, the creature shares your initiative and defends you if given no other orders. A creature animated in this way replaces its damage resistances and immunities as well as its condition immunities with the following: The creature has resistance to acid, fire, force, lightning, necrotic, psychic, radiant, thunder, and bludgeoning, piercing, and slashing damage from nonmagical weapons and immunity to cold and poison damage. The creature is immune to the blinded, charmed, exhausted, frightened, and poisoned conditions. If the creature is reduced to 0 hit points, it shatters and cannot be animated this way again.
- Ice Prison. If you chose Kind Heart at 14th level, you trap creatures frozen by this ability in an eternal prison of ice. While a creature is petrified by this ability, it has immunity to all damage.
A creature is cured of its petrification if it kissed by someone who loves it or targeted by a casting of the greater restoration or wish spell.
Ice Prison
If you chose Kind Heart at 14th level, you trap creatures frozen by this ability in an eternal prison of ice. While a creature is petrified by this ability, it has immunity to all damage.
Ice Thrall
If you chose Frozen Heart at 14th level, creatures frozen by this ability become your minions. At any time after you have frozen a creature with this ability, you can spend 1 sorcery point as an action and choose a frozen creature you can see. That frozen creature becomes animate for 1 minute, is friendly to you and your allies, and follows your instructions(no action required). In combat, the creature shares your initiative and defends you if given no other orders. A creature animated in this way replaces its damage resistances and immunities as well as its condition immunities with the following: The creature has resistance to acid, fire, force, lightning, necrotic, psychic, radiant, thunder, and bludgeoning, piercing, and slashing damage from nonmagical weapons and immunity to cold and poison damage. The creature is immune to the blinded, charmed, exhausted, frightened, and poisoned conditions. If the creature is reduced to 0 hit points, it shatters and cannot be animated this way again.
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