Sorcerer
Base Class: Sorcerer

Your powers as a Sorcerer originate from a place of ice, chilling winds and overall frigid areas. Your ancestry may be tied to the likes of Silver or White dragons, Frost Giants, Goliaths, or even Yetis. As a result of this ancestry, you are innately acclimated to all cold climates, and an aura of cool wind may surround you at all times.

Subzero Avatar

Your frigid ancestry grants you many icy boons. You gain the following benefits:

Chilling Mists

Starting at 1st level, whenever you cast a spell of 1st level, you can expend 1 sorcery point to change the spell's damage type to cold.

When you use this feature, if you cast a spell using a spell slot of 2nd level or higher, you instead expend a number of sorcery points equal to the level of the spell slot used.

Aura of Frostbite

At 6th level, your icy blood manifests itself in a freezing wind that emanates around you while conscious.

While you are not incapacitated, all hostile creatures within 15 feet of you take 1d10 cold damage at the start of your turn, as frigid air (-10° Fahrenheit) freezes them to their core.

Weaver of the Wind

At 6th level, you can control the winds in your surroundings. As an action, you can expend 1 sorcery point to cause the following effects to apply to a 10-foot radius sphere, centered on a point you choose within 60 feet of you:

  • The area within the sphere becomes difficult terrain.
  • The sphere does 1d10 cold damage to all creatures that enter the sphere or start their turn within it. You can select up to 5 creatures (including yourself) that will ignore this effect when you choose to create the sphere.

Once created, the sphere lasts up to 1 minute, or until you dispel it as a bonus action.

Veins of Ice

Starting at 14th level, whenever you take damage from a spell or weapon attack, the attacking creature takes 8 cold damage.

Avatar of Frost

At 18th level, you gain immunity to cold damage.

As a bonus action on your turn, you can spend 4 sorcery points to exude an aura of freezing cold winds, which last until the start of your next turn. While the aura is active, any hostile creature that moves within 30 feet of you must make a Constitution saving throw against your spell save DC, taking 8d6 cold damage on a failed save, or half as much damage on a successful one. Additionally, your Veins of Ice feature does 16 cold damage while the aura is active.

Previous Versions

Name Date Modified Views Adds Version Actions
9/8/2023 9:50:47 PM
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