Base Class: Sorcerer
Your innate magic commands the element of ice, and stems from the blizzard contained within your Soul. Perhaps you were touched by the essence of the para-elemental plane of ice as a child, or you descended from one of Auril's chosen. Perhaps you were granted a mote of power from the Goddess herself. Whatever the source, this power, both dangerous and beautiful, has manifested within you.
- Frost Sorcery Bonus Spells
| Sorcerer Level | Spells |
|---|---|
| 1st | armor of agathys, Ice knife |
| 3rd | snilloc's snowball swarm, Rime’s Binding Ice |
| 5th | slow |
| 7th | conjure minor elementals,* Ice Storm |
| 9th | cone of cold |
| 11th | wall of ice |
* Unless you gain this spell from another source, you can summon only ice mephits with it.
Blood of Ice.
Beginning at 1st level, Propelled by a heart of ice, the blood in your veins runs cold. At 1st level, you’re naturally adapted to cold climates, as described in chapter 5 of the Dungeon Master’s Guide. You can also speak, read, and write Primordial. (Knowing this language allows you to understand and be understood by those who speak its dialects: Aquan, Auran, Ignan, and Terran)
In addition, any cantrip you cast that deals damage, can deal cold damage instead (no action required).
The arcane magic you command is infused with elemental ice. As the magic flows through your body, you discover you can create layers of frost upon your skin. While you are not wearing armor or wielding a shield, your AC equals 13 + your Dexterity modifier.
Winter Guide.
Beginning at 6th level, you can use a bonus action to turn areas of water to ice within a 40-foot cube centered on a point within 120 feet of you. This can't be used to trap creatures.
Additionally, moving across areas of difficult terrain created by ice or snow no longer costs extra movement, and you gain resistance to cold damage.
In addition, any spell you cast at 3rd level or lower that deals damage, can deal cold damage instead (no action required).
Frost Mastery.
Starting at 6th level, you can use your action and spend 2 sorcery points to create a simple object or structure made of ice, such as a stairway, a sword, or a solid block. It must reside within a 15-foot cube centered on a point within 120 feet of you. If you attempt to encase the lower half of a creature of Large size or smaller in ice, the creature can make a Dexterity saving throw. On a success, it evades the effect and is not trapped. If it fails, it is encased in the ice, and is considered restrained. The target remains restrained until the ice is destroyed. If the creature is of huge size it has advantage. if the creature is gigantic, it automatically succeeds on the saving throw.
You can dismiss any of your creations by use of a bonus action.
The Nature of Ice - The ice that you create is abnormally cold and dense, but it isn't magical. At room temperature, it melts at a rate of 1 foot every 8 hours. The DM may rule that environmental factors increase or decrease this rate. Each 5-foot square section of ice has AC 10, 20 hit points, and vulnerability to fire damage. Reducing a frozen section to 0 hit points destroys it.
Absolute Zero.
At 14th level, cold damage you deal ignore resistance, if this effect is already in place you bring Immunity to resistance this does not then become normal damage.
whenever you deal cold damage to a creature with a spell of 1st level or greater, you can reduce its speed by half on its next turn. you can do this a number of times equal to your proficiency bonus and gain all expended uses during a long rest.
In addition, any spell you cast at 6th level or lower that deals damage, can deal cold damage instead (no action required).
Frozen Soul.
Beginning at 18th level, as an action, you can spend 5 sorcery points to exude a freezing aura to a distance of 30 feet. For 10 minutes, you have immunity to cold damage, and resistance to fire damage, surfaces within the aura become coated in frost, water freezes instantly, and you take on the appearance of a minor god or goddess of winter.
A hostile creature that starts its turn within the aura must succeed on a Constitution saving throw or take 6d8 cold damage and become restrained until the start of its next turn. A creature that has failed the saving throw must continue making saving throws at the start of its turns if it remains within the aura. A creature that succeeds on this saving throw is immune for 1 minute. As a bonus action on your turn, you can expand or reduce the range of the aura by 10 feet, to a maximum of 100 feet.
In addition, any spell you cast that deals damage, can deal cold damage instead (no action required).
Winter Spells
1st-level Frost soul feature
You learn additional spells when you reach certain levels in this class, as shown on the Winter Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.
Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level.
Winter Spells
| Sorcerer Level | Spells |
|---|---|
| 1st | armor of agathys, ice knife |
| 3rd | snilloc's snowball swarm, Rime’s Binding Ice |
| 5th | slow |
| 7th | conjure minor elementals,*Ice Storm |
| 9th | cone of cold |
| 11th | wall of ice |
* Unless you gain this spell from another source, you can summon only ice mephits with it.
Blood of Ice
1st-level Frost Soul feature
Blood of Ice.
Beginning at 1st level, Propelled by a heart of ice, the blood in your veins runs cold. At 1st level, you’re naturally adapted to cold climates, as described in chapter 5 of the Dungeon Master’s Guide. You can also speak, read, and write Primordial. (Knowing this language allows you to understand and be understood by those who speak its dialects: Aquan, Auran, Ignan, and Terran)
In addition, any cantrip you cast that deals damage, can deal cold damage instead (no action required).
The arcane magic you command is infused with elemental ice. As the magic flows through your body, you discover you can create layers of frost upon your skin. While you are not wearing armor or wielding a shield, your AC equals 13 + your Dexterity modifier.
Winter Guide
6th-level Frost Soul feature
Winter Guide.
Beginning at 6th level, you can use a bonus action to turn areas of water to ice within a 40-foot cube centered on a point within 120 feet of you. the ice thaws out after 10 minutes.
Additionally, moving across areas of difficult terrain created by ice or snow no longer costs extra movement, and you gain resistance to cold damage.
In addition, any spell you cast at 3rd level or lower that deals damage, can deal cold damage instead (no action required).
Frost master
6th-level Frost Soul feature
Frost Mastery.
Starting at 6th level, you can use your action and spend 2 sorcery points to create a simple object or structure made of ice, such as a stairway, a sword, or a solid block. It must reside within a 15-foot cube centered on a point within 120 feet of you. If you attempt to encase the lower half of a creature of Large size or smaller in ice, the creature can make a Dexterity saving throw. On a success, it evades the effect and is not trapped. If it fails, it is encased in the ice, and is considered restrained. The target remains restrained until the ice is destroyed. If the creature is of huge size it has advantage. if the creature is gigantic, it automatically succeeds on the saving throw.
You can dismiss any of your creations by use of a bonus action.
The Nature of Ice - The ice that you create is abnormally cold and dense, but it isn't magical. At room temperature, it melts at a rate of 1 foot every 8 hours. The DM may rule that environmental factors increase or decrease this rate. Each 5-foot square section of ice has AC 10, 20 hit points, and vulnerability to fire damage. Reducing a frozen section to 0 hit points destroys it.
Absolute Zero
14th-level Frost soul feature
Absolute Zero.
At 14th level, cold damage you deal ignore resistance, if this effect is already in place you bring Immunity to resistance this does not then become normal damage.
whenever you deal cold damage to a creature with a spell of 1st level or greater, you can reduce its speed by half on its next turn. you can do this a number of times equal to your proficiency bonus and gain all expended uses during a long rest.
In addition, any spell you cast at 6th level or lower that deals damage, can deal cold damage instead (no action required).
Frozen Soul
18th-level Frost soul feature
Frozen Soul.
Beginning at 18th level, as an action, you can spend 5 sorcery points to exude a freezing aura to a distance of 30 feet. For 10 minutes, you have immunity to cold damage, and resistance to fire damage, surfaces within the aura become coated in frost, water freezes instantly, and you take on the appearance of a minor god or goddess of winter.
A hostile creature that starts its turn within the aura must succeed on a Constitution saving throw or take 6d8 cold damage and become restrained until the start of its next turn. A creature that has failed the saving throw must continue making saving throws at the start of its turns if it remains within the aura. A creature that succeeds on this saving throw is immune for 1 minute. As a bonus action on your turn, you can expand or reduce the range of the aura by 10 feet, to a maximum of 100 feet.
In addition, any spell you cast that deals damage, can deal cold damage instead (no action required).
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