Base Class: Sorcerer
The cold brings stability, it dulls pain, and can inspire beauty. The cold also heralds death, sleep, and fear in the hearts of those that wish it. Sorcerers born with a great winter within their forms must learn to balance these conflicting forces, ever mindful to never overextend or overexert their frigid magics.
Ice Magic
At 1st level, your form is suffused with frigid magic.
You learn the Frostbite cantrip, as well as several other spells when you reach certain levels in this class, as shown in the Ice Magic table. Each spell counts as a Sorcerer spell for you, but does not count against the number of Sorcerer spells you know. These spells cannot be replaced when you gain a level in this class.
Ice Magic
| Sorcerer Level | Spells |
| 1st | Ice Knife, Silent Image |
| 3rd | Snilloc's Snowball Swarm, Hold Person |
| 5th | Sleet Storm, Slow |
| 7th | Ice Storm, Resilient Sphere |
| 9th | Cone of Cold, Hold Monster |
Arctic Attunement
Also at 1st level, your attunement to the cold has granted you a number of benefits.
You gain resistance to cold damage, and whenever you cast a Sorcerer spell of 1st level or higher that deals damage, you can choose to change the damage type to cold damage.
As well, when you cast a spell from your Ice Magic feature, you can choose to gain one of the following benefits until the start of your next turn:
- You gain a bonus to your AC equal to half the level of the spell slot you expend, rounded down (minimum +1 to AC).
- You gain temporary hit points equal to twice the spell's level.
When you reach 14th level, the effects you gain above can apply to any creature of your choice so long as they are within 15 ft. of you when you cast an Ice Magic spell.
Flash Freeze
At 6th level, you can amplify the cold within to entrap your foes.
When you deal cold damage to a creature with a Sorcerer spell of 1st level or higher, you can use a bonus action to expend two sorcery points and attempt to freeze your target. The target must make a Constitution saving throw against your Spell Save DC. A creature with resistance to cold damage makes this saving throw with advantage. On a failure, the target is Petrified until the end of your next turn. A creature Petrified in this way is immune to cold damage.
If you deal cold damage to multiple targets, you must spend two additional sorcery points for each target you wish to freeze.
Tomb of Winter
At 14th level, you know when to try and stop incoming damage in its tracks.
Whenever you would take damage, you can use your reaction to encase yourself in ice, petrifying yourself for up to 1 minute. In addition to the normal effects of petrification, you gain the following effects.
- Your AC becomes 20.
- You gain immunity to cold damage.
- You gain temporary hit points equal to twice your Sorcerer level, rounded down.
You can apply this effect to a willing creature you can touch by expending six Sorcery points. Otherwise, you can end the effect on yourself or another creature at any time on your turn (no action required).
You can encase yourself in ice once before you must finish a long rest, or until you expend four Sorcery points to do so again.
White Out
At 18th level, you can harness the shiver-inducing might of a snow storm.
As an action, you can create a snow storm centered on you, with a radius of 60 ft. All creatures of your choice are subjected to the following effects while they are within this radius.
- The area is considered Difficult Terrain.
- Ranged attack rolls are made with disadvantage.
- Creatures within the area have disadvantage on saving throws they make against your Ice Magic spells and your Flash Freeze feature.
- Creatures within the area take 3d4 cold damage at the beginning of your turn.
This snow storm lasts for 1 minute, until you are Incapacitated, fall Unconscious, or until you choose to end it (no action required).
You can create a snow storm in this way once before you must finish a long rest, unless you expend eight Sorcery Points to do so before then.
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