Base Class: Sorcerer
Your innate magic comes from the power of elemental ice. Many with this power can trace their magic back to an exposure to the Icefell, the bordering plane between the elemtal planes of air and water.
Winter's Wind
The arcane magic you command is infused with elemental air. You can speak, read, and write Primordial. Knowing this language allows you to understand and be understood by those who speak its dialects: Aquan, Auran, Ignan, and Terran.
Winter's Endurance
As magic flows through your body, it causes physical traits of your elemental connecton to emerge. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.
Additionally, parts of your skin are covered by a thin sheet of ice. When you aren’t wearing armor, your AC equals 13 + your Dexterity modifier.
Winter's Cruelty
Starting at 6th level, when you cast a spell that deals cold damage, you can add your Charisma modifier to one damage roll of that spell.
Additionaly when a creature succeeds on a saving throw against your cantrips that deal cold damage, the creature takes half the cantrip’s damage but suffers no additional effect from the cantrip.
Winter's Preservation
At 6th level, you gain resistance against cold damage.
As a 10 minute ritual or, once per short rest, as a reaction when a creature dies within 10 feet of you, you can turn a corpse into a solid statue of ice. While frozen the creature is under the effect of a [spell]gentle repose[\spell]. This effect last for 10 days, until the creature is resurected or until the statue is exposed to a major source of heat (e.g. a campfire) for 1 hour.
Solitude of Winter
Starting at 14th level,
As a bonus action you can magically teleport up to 120 feet to an unoccupied space you can see, that is at least 60 feet from any other small or larger creature. Each creature of your choice that you can see within 10 feet of you before you teleport has to succeed on a strength saving throw or be restrained until the start of your next turn.
Soul of Winter
At 18th level, you embody winter itself.
You gain immunity to cold damage.
As an action you can create a freezing blizzard within 100 feet of you for 10 minutes. You and up to 3 + your Charisma modifier creatures of your choosing are protected from the storm. While the storm consists you can use a bonus action to expend any number of sorcery points to barrage all unprotected creatures within the storm with hail and ice dealing 1d6 bludgeoning and 1d6 cold damage per sorcery point expended. If you spend 5 or more sorcery points they also have to make a strength saving throw or be knocked prone.
The blizzard has the following effects (All saving throws are made against your spell save DC):
- All creatures in its area are deafened.
- Unprotected flames in its area are extinguished.
- The area is heavily obscured.
- Winds of about 45 miles per hour (72 km/h) automatically disperse fog, mists, and similar phenomena in the area, whether mundane or magical.
- Ranged weapon attacks in the area are impossible.
- Movement within the storm costs an extra 2 feet.
- A creature must make a Strength saving throw if it flies into the storm for the first time on a turn or starts its turn there flying. On a failed save, the creature is knocked prone.
- If a creature starts its turn in the storm's area and is concentrating on a spell, the creature must make a successful Constitution saving throw or lose concentration.
Protected creatures treat the area as lightly obscured, do not have to pay extra movement costs, have advantage on checks to stay flying and maintain concentration, and ranged weapon attacks are possible for them, though only out to the first range increment and are made at disadvantage.
Once you use this action, you can’t use it again until you finish a long rest, unless you spend 4 sorcery points to use it again.
Comments