Sorcerer
Base Class: Sorcerer

Frigid Aptitude

The connection you possess to the deep ocean has given you additional options to choose from in your spell list. Each of these spells count as a Sorcerer spell you know, but do not count against the total Sorcerer spells you know.

Frigid Aptitude
Sorcerer Level Spells
1st Ice Knife, Absorb Elements
3rd Rime’s Blinding Ice, Snilloc’s Snowball Swarm
5th Sleet Storm, Slow
7th Ice Storm, Watery Sphere
9th Cone of Cold, Synaptic Static

 

 

Ocean’s Pressure 

The weight of the ocean rests upon your shoulders, and rises to do your bidding. As an action, once per short rest, you can activate this feature to cause all creatures within 60ft of your choice to make a Constitution saving throw against your Spell Save DC. On a failed save, the creature falls prone and has their movement halved for a minute. On a successful save, the creatures movement speed is halved until the end of your next turn.

 

Brittle Shell

At 6th level, you’ve learned how to turn the ever present frost that clings to your skin into a measure of defence. Once per long rest, when targeted by an attack or damaging spell, you may expend 2 sorcery points to cast the Shield spell without consuming your reaction.

In addition, you gain resistance to Cold damage.

 

Clinging Chill 

The icy air around you has begun to cling to the weapons of yourself and your allies. Whenever you or an ally within 10ft hits with a melee attack, you can choose to deal an additional 1d6 points of cold damage.

 

Snap Freeze

Whenever you are dealt damage, and the attacker is within 10ft of you, you can cast the spell Hellish Rebuke as a free action, substituting the Fire damage for Cold.

If you had already used the Brittle Shell class feature this turn, then the spell deals an additional 2d10 points of Cold damage.

 

Cold Conditioning

At 14th level, whenever a creature deals Cold damage to you, you negate the damage and restore hit points equal to half the damage dealt.

 

Heart of the Depths

At 18th level, you’ve attained full mastery over the glacial tides. As an action, you can force any creatures of your choice within 120ft to make an Intelligence saving throw against your Spell Save DC or suffer the following effects for a minute.

-The target creature becomes blinded.

-The target creatures movement speed is halved.

-All attacks against the target creature deal Psychic damage equal to your proficiency bonus.

-If the creature has a flying or climbing speed, it is reduced to 0.

The target creature can remake their saving throw at the end of their turn to end the effect early.

Frigid Aptitude

Frigid Aptitude 
Sorcerer Level Spells
1st Ice Knife, Absorb Elements
3rd Rime’s Blinding Ice, Snilloc’s Snowball Swarm
5th Sleet Storm, Slow
7th Ice Storm, Watery Sphere
9th Cone of Cold, Synaptic Static

Ocean’s Pressure

As an action, once per short rest, you can activate this feature to cause all creatures within 60ft of your choice to make a Constitution saving throw against your Spell Save DC. On a failed save, the creature falls prone and has their movement halved for a minute. On a successful save, the creatures movement speed is halved until the end of your next turn.

Clinging Chill

Whenever you or an ally within 10ft hit with a melee weapon attack, you can choose to deal an additional 1d6 points of Cold damage.

Brittle Shell

Once per long rest, when targeted by an attack or damaging spell you may consume 2 sorcery points to cast the Shield spell without consuming your reaction.

In addition, you gain resistance to Cold damage.

Snap Freeze

Whenever you are dealt damage, and the attacker is within 10ft of you, you can cast the spell Hellish Rebuke as a free action, substituting the Fire damage for Cold.

If you had already used the Brittle Shell class feature this turn, then the spell deals an additional 2d10 points of Cold damage.

 

Cold Conditioning

At 14th level, whenever a creature deals Cold damage to you, you negate the damage and restore hit points equal to half the damage dealt.

Heart of the Depths

At 18th level, you’ve attained full mastery over the glacial tides. As an action, you can force any creatures of your choice within 120ft to make an Intelligence saving throw against your Spell Save DC or suffer the following effects for a minute.

-The target creature becomes blinded.

-The target creatures movement speed is halved.

-All attacks against the target creature deal Psychic damage equal to your proficiency bonus.

-If the creature has a flying or climbing speed, it is reduced to 0.

The target creature can remake their saving throw at the end of their turn to end the effect early.

Comments

Posts Quoted:
Reply
Clear All Quotes