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Winterheart

Winterheart Quirks
d6 Quirk
1 Your skin is always icy to the touch.
2 Whenever you breathe, you can always see the air escape you as if you are in cold climates.
3 Your hair and skin are an almost snow-white in color.
4 There are always small chunks of ice in your hair or on your body, regardless of surrounding temperature.
5 You have very thick, shaggy hair or fur.
6 When you walk on natural terrain such as grass or plants, the ground and plants ice over in your footsteps.

Magic of the Winter

Your connection to winter gives you the option to learn some additional spells that focus on ice and wind. When your Spellcasting feature lets you learn a sorcerer spell of 1st level or higher, you gain an additional spell from the list below. These spells do not count towards the total number of spells you know, and the spells count as a sorcerer spells for you.
Sorcerer Level Spell
1st armor of agathys
3rd snilloc's snowball swarm
5th sleet storm
7th ice storm
9th cone of cold
11th investiture of wind

Freezing Fury

At 1st level, you know how to tap into the power of cold spells. You learn the ray of frost cantrip. Additionally, when you hit a creature with a spell that deals cold damage, you can reduce that creature’s speed by 5 feet until the end of their next turn. This increases to 10 feet at 14th level.

Tundra Survivalist

At 1st level, your familiarity with cold regions and winter have made you a hardier individual. You gain proficiency in the Survival skill.   In addition, you are also naturally adapted to cold climates, and can move across difficult terrain made of ice or snow without expending extra movement.

Icy Wind

By 6th level, you gain resistance to cold damage. In addition, as an action, you can spend 3 sorcery points to create a warding wind of snow and ice on yourself that lasts until you finish a long rest. The icy wind has hit points equal to twice your sorcerer level. Whenever you take damage, the icy wind takes the damage instead. If this damage reduces the ward to 0 hit points, you take any remaining damage.   While the icy wind has 0 hit points, it can't absorb damage, but its magic remains. On your turn, if you cast a spell that deals cold damage or end your turn on ground composed of snow or ice, the snow shield regains a number of hit points equal to half your sorcerer level.   Once you create the icy wind, you can't create it again until you finish a long rest.

Frozen Mobility

At 14th level, your power over ice can be used to help you move about the land and air. As an action, you can summon ice to emerge from beneath you, lifting you off the ground and into the air. While maintaining concentration, you can use this ice to maneuver you through the air as if you had a flying speed equal to your movement speed, so long as at least one of your feet maintains a connection to the ice. Whenever your feet leave the ice, the ice shatters into tiny pieces of ice.

Call of the Winter

By 18th level, your connection to the chills of winter has granted you immunity to cold damage, as well as resistance to fire damage.   Additionally, you may create a mighty storm of frost, filled with chilling air, dense fog, and flakes of ice. As an action, you can spend 5 sorcery points to create a powerful force of whirling, cold wind centered in a 20 foot radius centered on you, and reaching about 15 feet in height. This storm lasts for 1 minute, or until you lose concentration. While active, this storm has the following effects:
  • Howling winds filled with chilling air and ice flakes whirl around you.
  • Creatures who are within this area suffer 4d8 cold damage and 4d8 slashing damage as the cold winds and sharp ice flakes batter them.
  • Creatures must also make a Strength saving throw against your spell save DC or be pushed 20 feet out of the storm.
  • Ranged attacks made against you have disadvantage.
  • Creatures stuck in the storm move at half their normal speed as the chilling air and fog make navigation difficult.
Once you have used this feature, you cannot do so again until you finish a long rest.

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