Sorcerer
Base Class: Sorcerer

Your innate magic was born of a union between the elements of air and water, which has granted you some control over the forces of winter. You may have narrowly survived a harrowing blizzard or been blessed by an archfey of ice and snow. Or maybe you were just born with the ability to manipulate ice for one reason or another.

Frozen Heart Magic

1st-level Frozen Heart feature

You learn additional spells when you reach certain levels in this class, as shown on the Frozen Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells known.

Frozen Spells
Sorcerer Level Spells
1st Armor of Agathys, Ice Knife
3rd Misty Step, Snilloc’s Snowball Swarm
5th Sleet Storm, Slow
7th Ice Storm, Summon Elemental (Ice Elemental)
9th Cone of Cold, Control Winds

Icy Disposition

1st-level Frozen Heart feature

From 1st level, you gain proficiency with the Intimidation skill. 

When you reach 3rd level in this class, you strike greater fear into the heart of your enemies. As an action, choose a creature within 60 feet. The target must succeed on a Wisdom saving throw or become frightened of you for 1 minute. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. In addition, you can spend 2 sorcery points to target one additional creature with this feature. You can use this feature a number of times equal to your proficiency bonus.

Protective Chill

1st-level Frozen Heart feature

Starting at 1st level, you've become accustomed to life in the frozen tundra. You gain resistance to cold damage.

Cold Snap

6th-level Frozen Heart feature

Starting at 6th level, when a creature within 60 feet of you damages you, you can use your reaction and expend 1 to 5 sorcery points to rebuke the attacker. The creature must make a Dexterity saving throw. On a fail, the creature takes cold damage represented by a number of d10's equal to the number of sorcery points spent, and half as much on a successful save.

In addition, the creature suffers disadvantage on melee and ranged attacks until the beginning of your turn.

Icy Steps

6th-level Frozen Heart feature

Starting at 6th Level, as an action you can use the Water Walk spell to walk on water or snow without expending a spell slot and only targeting yourself. If walking on water while under the effect of this spell, the water freezes under your feet for 1 minute in a 5 foot area, allowing other creatures to follow in your footsteps.

Frozen Landscape

14th-level Frozen Heart feature

Starting at 14th level, Your soul grows colder, and begins to effect your surroundings. You no longer are effected by difficult terrain if the difficult terrain is ice or snow.

As an action, you can expend 4 sorcery points to create a frozen landscape that lasts up to 1 minute. The frozen landscape is an area of difficult terrain filled with ice and snow that covers the area in a 20 foot cube centered on a point within 150 feet of you. When the frozen landscape appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone. The saving throw DC is your spell save DC. The harsh climate of the frozen landscape causes any creature inside it to take 3d6 cold damage if they enter it or start their turn there. 

If a structure is within the area of this feature, the structure becomes vulnerable to bludgeoning damage.

Frozen Embrace

18th-level Frozen Heart feature

At 18th Level, you fully embrace the Frozen Heart within you, changing the worlds' effect on you, and your effect on the world. You gain immunity to Cold damage, and resistance to Fire Damage.

Additionally, whenever you cast a spell that deals cold damage, you may expend sorcery points and choose a number of creatures effected by the spell equal to half the number of sorcery points spent, rounded down. The creature must make a Constitution saving throw. On a failed save, it is restrained as ice begins to form around it. On a successful save, the creature isn't effected.

A creature restrained by this feature must make another Constitution saving throw at the end of each of its turns. On a successful save, the feature ends. If it fails the save three times, it is turned to ice and subjected to the petrified condition. If the creature is physically broken while petrified, it suffers from similar deformities if it reverts to its original state.

Once you use this feature, you can’t use it again until you finish a long rest.

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