Sorcerer
Base Class: Sorcerer

Your ancestors have practiced cryomancy: the art of manipulating water droplets in the environment and freezing them to create ice. This power may have been gifted to you by an ice primordial, or perhaps it was gained through forbidden knowledge. Whatever the case, ice runs through your veins.

Cryomancers find themselves working alongside other magical casters: particularly warlocks and wizards who seek to increase their power. Their magic may make them cold-hearted, choosing logic over emotion. Or perhaps their nature has made them more emotional, a feat to distance themselves from the traditional image of a cryomancer.

Frozen Shell

Your attunement to ice has caused your skin to gain some of its properties. At 1st level, when you aren't wearing armor, your AC equals 13 + your Constitution modifier.

Additionally, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.

Twist of Cold

At 1st level, when you cast a spell that deals acid, fire, lightning, poison or thunder damage, you can change the damage type to cold damage. The spell's nature changes accordingly.

Frozen Soul

When you reach 6th level, you gain resistance to cold damage. In addition, you are unaffected by difficult terrain created by ice or snow.

Biting Chill

Starting at 6th level, your affinity for the cold grows. When you cast a spell that deals cold damage, add your Charisma modifier to the damage it deals. This can only be used once per turn.

Icy Respite
Starting at 14th level, you gain the ability to manifest short bursts of ice without expending spell slots. When you take damage from an enemy you can see within 30 feet of you, you can use your reaction to spray a volley of icy shards at the damaging creature.

The creature must make a Constitution saving throw against your Spell Save DC or take cold damage equal to your Sorcerer level and it is restrained until the end of your next turn. On a success, the creature takes half damage and is not restrained.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Wave of Frost

Starting at 18th level, your mastery of the cold and ice allows you to channel its energy through your nearby environment.

As an action, while you are not concentrating on a spell, you can spend 4 sorcery points to exude an aura of cold. Each creature of your choice within 60 feet of you must succeed on a Constitution saving throw against your Spell Save DC. On a failed save, the creature is frozen in a block of ice.

While this effect is happening, you must concentrate on it as you would a spell. While in this block of ice, the creature is paralyzed but immune to damage. The block has an AC of 15 and 30 HP. After one minute, when the block is reduced to 0 HP, or when your concentration breaks, the block shatters and the creature takes 3d8 cold damage. This effect then ends on that creature.

Frozen Shell

Your attunement to ice has caused your skin to gain some of its properties. At 1st level, when you aren't wearing armor, your AC equals 13 + your Constitution modifier.

Additionally, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.

Twist of Cold

At 1st level, when you cast a spell that deals acid, fire, lightning, poison or thunder damage, you can change the damage type to cold damage. The spell's nature changes accordingly.

 

Frozen Soul

When you reach 6th level, you gain resistance to cold damage. In addition, you are unaffected by difficult terrain created by ice or snow.

Biting Chill

Starting at 6th level, your affinity for the cold grows. When you cast a spell that deals cold damage, add your Charisma modifier to the damage it deals. This can only be used once per turn.

 

Icy Respite

Starting at 14th level, you gain the ability to manifest short bursts of ice without expending spell slots. When you take damage from an enemy you can see within 30 feet of you, you can use your reaction to spray a volley of icy shards at the damaging creature.

The creature must make a Constitution saving throw against your Spell Save DC or take cold damage equal to your Sorcerer level and it is restrained until the end of your next turn. On a success, the creature takes half damage and is not restrained.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Wave of Frost

Starting at 18th level, your mastery of the cold and ice allows you to channel its energy through your nearby environment.

As an action, while you are not concentrating on a spell, you can spend 4 sorcery points to exude an aura of cold. Each creature of your choice within 60 feet of you must succeed on a Constitution saving throw against your Spell Save DC. On a failed save, the creature is frozen in a block of ice.

For 1 minute or until you lose your concentration (as if you were casting a concentration spell), the creature is paralyzed but immune to damage. The block has an AC of 15 and 30 HP. After 1 minute, when the block is reduced to 0 HP, or when your concentration breaks, the block shatters and the creature takes 3d8 cold damage. This effect then ends on that creature.

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