Base Class: Sorcerer
The force of nature that is Winter itself has made you its vessel. You are cold incarnate.
Arcane Winter Spells
At 1st Level, You learn the Shape Water cantrip, and can use it to thaw ice and melt snow. You also learn the Mold Earth cantrip but you cannot manipulate dirt or stone when using it. You can instead manipulate snow or ice. These cantrips count as Sorcerer spells for you, but don't count against the number of Sorcerer spells you know.
You learn additional spells when you reach certain levels in this class, as shown on the Arcane 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.
Arcane Winter Spells
| SORCERER LEVEL | SPELLS |
|---|---|
| 1st | Ice Knife, Armor of Agathys |
| 3rd | Mirror Image, Misty Step |
| 5th | Sleet Storm, Tital Wave |
| 7th | Ice Storm, Control Water |
| 9th | Cone of Cold, Animate Objects |
Additionally, when you cast the Tital Wave spell using a spell slot of 4th level or higher, the bludgeoning damage dealt by the spell increases by 1d8 for each slot level above 3rd.
Winter's Blessing
At 1st Level, The cold, through winter's favor, does not bother you. You gain resistance against cold and fire damage. When you finish a short or long rest or when you take cold damage, you gain an amount of temporary Hit Points equal to your Charisma modifier + your Sorcerer Level, which last until you finish a short or long rest. However, any fire damage you take removes these temporary Hit Points entirely before damaging you. If you have temporary Hit Points either through this feature or through the Armor of Agathys spell, you gain the following additional benefits:
- If you are unarmored, you add your Charisma modifier as a bonus to your AC.
- If you take damage while maintaining concentration on an effect, you gain a bonus to your concentration check equal to your Charisma modifier.
- If you replace temporary Hit Points granted through Armor of Agathys with temporary Hit Point granted through this feature, they are treated as if granted by the spell at the spell level in which it was cast. For instance, if you cast Armor of Agathys at 2nd Level and you replace its temporary Hit Point amount with temporary Hit Point granted through this feature, a creature still takes 10 cold damage when hitting you with an attack.
Additionally, you ignore difficult terrain and obscurity imposed by icy or snowy environments and weather.
Winter Sorcery
At 6th Level, Winter's power permeates throughout your being. You gain the following benefits:
Chilled Incantation. Your sorcery chills all to the bone, including yourself. When you deal cold damage with a weapon attack or spell, you take 1 cold damage, which ignores any resisitances and immunities you have against cold damage. This grants you temporary Hit Points, as described in your "Winter's Blessing" feature.
Cold Infusion. Your sorcery becomes snow-kissed. When you make a weapon attack or cast a spell, you can expend 1 Sorcery Point to replace the damage types of the attack or spell with cold damage.
Fury of the North
At 6th Level, You can channel the rage of winter. As a Bonus Action, you gain the following benefits for 1 minute, maintaining concentration on the effect as if it were a spell:
- When you deal cold damage through a spell or weapon attack, you can add your Sorcerer Level to the damage roll of one target of your choice.
- When you deal cold damage through a spell or weapon attack, you can ignore any resistances and immunities one target of your choice has against cold damage.
- Once per turn, when you target a creature that is vulnerable to cold damage with a spell or weapon attack and the creature would take cold damage as a result, your attack roll against it is made with advantage and it makes the imposed saving throw with disadvantage.
You can use this feature once per long rest, unless you expend 3 Sorcery Points to use it again.
Cold Creation
At 14th Level, You master the arcane manipulation and control of the cold, allowing you to wield ice and snow in deadly and creative ways. You gain the following benefits:
Sculpture of Snow. Snow obeys your command and forms to your will. Up to an amount of times per long rest equal to your Charisma modifier, you can use an Action to create sculptures made of snow in the shape of your choice. You can to make up to 10 sculptures, the size of each can be as small as Tiny or as large as Huge. Tiny or Small sculptures count as 1 sculpture, Medium sculptures count as 2, Large sculptures count as 4, and Huge sculptures count as 8. Regardless of size, a sculpture has an AC of 5. However, the amount of Hit Points a sculpture has is 5 if it is Tiny or Small, 10 if it is Medium, 25 if it is Large, and 50 if it is Huge. As part of this action, you can cast the Animate Objects spell on the sculptures, the sculptures taking the stats given to them by the spell based on their size. An attack made by a sculpture animated by the spell is magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage, and deals an additional 1d4 cold damage on a hit.
The sculptures lasts for 1 hour, until exposed to extreme heat for a collective time of 1 minute, until another set is made, or until destroyed.
Weapon of Ice. The biting sting of ice is yours to wield. Once per long rest, you can use a Bonus Action to expend 1 Sorcery Point and summon a construct of magical ice, formed into a melee weapon. You are proficient in making weapon attacks with this construct, it has the finesse property, has a reach of 5 ft., has a +1 bonus to attack and damage rolls, and deals 1d4 cold damage on a hit. Upon summoning this construct, you can expend up to 2 additional Sorcery Points in order to enhance it. For every additional expended Sorcery Point, an enhanced construct has its reach extended by an additional 5 ft., gains an additional +1 bonus to attack and damage rolls, and deals an additional 1d4 cold damage on a hit. When you stow this construct, it de-materializes into frost particles that cling to your clothing, skin, or hair. A creature other than you can use this construct as a weapon. However, it is dealt 1d6 cold damage if wielding it at the end of its turn.
This construct lasts for 24 hours, until it is exposed to extreme heat while un-stowed for a collective time of 1 hour, or until you finish a long rest.
Frozen Heart
At 18th Level, Your heart pulses with all-consuming cold. No warmth or breath can endure in your wake. You gain an immunity against cold damage, but can choose to forgo it when taking cold damage. For every 10 years that pass, you age by 1 year, and you cannot be aged magically.
Additionally, you gain the following benefit:
Squall Storm. You can become the heart of a frigid, whirling storm of magical ice and snow. When you use your "Fury of the North" feature, you can amplify it by expending 3 additional Sorcery Points upon using it. For the duration of a "Fury of the North" amplified in this way, a torrent of cold is centered around you in the form of a spherical aura with a 15 ft. radius. It moves as you move. For any creature of your choice, the space within this aura is difficult terrain and is heavily obscured. While it is present, you have a flight speed equal to your movement speed.
A creature of your choice that starts its turn within the aura or enters it for the first time on its turn must make a Constitution saving throw. Upon a fail, a creature is dealt 3d8 cold damage and becomes restrained for 1 minute, as it is encased in a layer of frost. Upon a success, a creature takes half as much damage and is not restrained. While restrained in this way, a creature becomes vulnerable to cold damage and must make a Constitution saving throw at the end of its turns. Upon failing a repeated save, a creature is dealt another 3d8 cold damge and remains restained, taking half as much damage and freeing itself upon a success.
The aura lasts for 1 minute, until you voluntarily end it (no Action required), until you lose concentration on maintaining "Fury of the North", or until you are incapacitated.
Previous Versions
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