Base Class: Sorcerer
However you got your powers, be it born or cursed, you are now little more than an eternal winter, a frozen spirit with the power to bring on a storm unlike anything this world can create... You are now a spirit of winter, wherever you go, the power of ice and snow will follow, some may find this power a blessing, a gift that brings fun and light into the lives of those around them, others, see this as a curse... Bringing nothing but numbness and icy storms to those they love... Whether this is a blessing or a curse, these are your powers, and always will be...
Frozen Spirit sorcerers specialise in crowd control and mass paralysis, as a Frozen Spirit, you are best at causing huge cold damage, and freezing and tripping your enemies, at higher levels, you are most effective against large groups.
Frozen Footsteps
At 1st level, at the cost of one sorcery point, you can cause the ground to freeze where you walk. For the next minute, every 5-foot square you enter becomes covered in ice and is treated as difficult terrain. Any water that you move through freezes and becomes solid ice that can support the weight of a Large or smaller creature. The ice caused by this feature lasts for 10 minutes, melting when it expires, you can spend a sorcery point to prevent this ice from melting until it is melted externally.
At 1st level, you become unaffected by difficult terrain caused by snow or ice.
Winter Cry
Starting at 6th level, you can spend one sorcery point to cover everything in a 30ft radius centred on yourself in ice for one minute. Any creature that attempts to move onto or on a space with this ice must make a DC12 DEX save, or fall prone.
Snap Freeze
Starting at 14th level, when you deal more than 10 Cold Damage to a creature size Large or smaller, you can spend two sorcery points to force the creature to make a Strength save against your Spell Save DC - 2. On failed save, the creature becomes frozen in ice and unable to move or take actions, it may repeat this save at the beginning of each of it's turns, the effect also ends if the creature takes more than 5 fire damage. If the creature is not freed from the effect after 3 rounds, the effect ends and the creature takes 4d10 cold damage, and falls prone.
Absolute Zero
Starting at level 18, once per long rest, you can spend 2 sorcery points to create a frost nova. The ground in a 80ft radius centred on you becomes frozen, making it difficult terrain. Any creature within 80ft of you must succeed a DC15 STR save, or becomes frozen in ice until it succeeds the save at the beginning of one of it's turns, or takes fire damage. Any creature within 80ft of you must make a DC15 CON save, or take 2d8 Cold damage. Any liquid within 20ft of you becomes permanently frozen and cannot be melted without magic.
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