Winter Wizard (Subclass)

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==School of Winter Overview==
The Winter Wizards of Skor were shaped by the harsh cold winds and the frozen peaks of their homeland. While their peers might enjoy versing into the different Schools of Magic available to them, Winter Wizards specialize in Cold and Ice Magic, replicating the merciless Skorian environment. It is rumored that the strongest of the Winter Wizards can freeze anything; even the hottest flames will be frozen in time.
==2nd Level: Cold Savant==
Starting at 2nd level, the Gold and Time you must spend to copy a Spell with the Cold Descriptor into your Spellbook is Halved.
==2nd Level: Ice Magery==
Starting at 2nd level, any Spell cast with the Cold Descriptor benefits from an additional Damage Dice and/or has its DC increased by one depending on the type of Spell.
==6th Level: Glaciomancy==
Starting at 6th level, any damaging Spell cast with the Cold Descriptor benefits from additional damage equal to (Half your Wizard Level [rounded down]). In addition, three times per short rest, you may use a Bonus Action to ignore a creature’s Resistance to Cold damage.
==10th Level: Snowmaster==
Starting at 10th level, you may cast the Cone of Cold Spell once per long rest without using a Spell Slot.
In addition, you can also now slow down your heart rate so much that you are Immune to Poison damage and roll with Advantage against effects that would apply the Poisoned Condition. Furthermore, you become Resistant to Cold damage and once per short rest, you are able to use a Reaction to become completely Immune to one instance of Cold damage.
==14th Level: Permafrost==
Starting at 14th level, any Cold or Ice Spell you cast has an additional aftereffect. An affected area equal to (your Target’s Space or your Spell’s Area of Effect) becomes Difficult Terrain as Ice Spikes violently burst from the ground. Any creature that enters an area affected by the Permafrost Feature for the first time on their turn or starts their turn within it must make a Dexterity Saving Throw or take (3d6 + Half your Wizard Level) in Cold damage and are affected by the Restrained Condition as they are partly frozen in ice until the end of their next turn. On a successful Dexterity Saving Throw, affected creatures take Half-Damage and are not Restrained.
Category:Homebrew Subclasses