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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