Sorcerer
Base Class: Sorcerer

Within your veins courses the legacy of an ancient queen whose name echoes through the annals of history like a chilling whisper on the wind. Legends speak of her unfathomable cruelty, so profound that the very gods themselves intervened, casting her heart into the icy depths of eternity. Yet, from the frigid embrace of her frozen heart emerged a power both terrible and sublime, a power that now courses through your very being.

The origins of your connection to this ancient queen are shrouded in mystery. Perhaps you stumbled upon a long-forgotten relic buried deep within the frozen wastelands of the north, its icy touch awakening dormant powers within you. Or, you may be the latest in a lineage stretching back through generations, each bearer inheriting a fragment of the queen's icy legacy, passed down from mother to daughter like a cursed birthright.

Regardless of how you came to be bound to the queen's icy power, one thing is certain: it has irrevocably altered the course of your destiny. As you navigate the treacherous path ahead, wielding the queen's frosty magic with both awe and trepidation, you are faced with a choice—to embrace the darkness that lurks within your icy heart, or to defy fate and forge your own destiny, free from the queen's chilling grasp.

Frozen Heart Quirks

1D6 

QUIRK 

1 

 You are always cold to the touch  

2 

When you sleep frost forms around you 

3 

When you bleed the blood freezes after a round or two, even when badly injured 

4 

When you breathe, you can see your breath 

5 

You leave frost footprints behind, that dissipate in 2 rounds 

6 

You cannot cry, your body doesn’t produce tears 

Frost Skin

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 10 + your Dexterity modifier + your Charisma modifier.

Frigid Soul

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, and you can move across difficult terrain created by ice or snow without spending extra movement.

In addition, when casting a spell that deals fire damage, you can choose to deal cold damage instead (no action required). 

Gathering Frost

Starting at 6th level, whenever you deal cold damage to a creature with a spell of 1st level or higher, you can reduce its speed by half on its next turn. You also gain resistance to Cold Damage.

Flash Freeze

Beginning 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 10 foot cube centered on a point within 120 feet of you. You can only make a number of ice structures equal to half of your proficiency bonus rounded down. If you attempt to make one more than you are allowed, the oldest one will melt.

If you attempt to freeze a creature, it must make a Strength or Dexterity saving throw (target's choice) against your spell save DC. On a failure, it is encased within the ice and considered restrained. The target can use it's action to break the ice. If the encasing is made of True Ice, they must make a Strength Check against your spell save DC to break out.

Alternatively, using a bonus action you can turn areas of water to ice within a 40 foot cube centered on a point within 120 feet of you. You cannot freeze areas of water that would trap a creature in ice.

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, 15 hit points, immunity to cold damage, and vulnerability to fire damage. Reducing a frozen section to 0 hit points destroys it.

Glacial Wreath

At 14th level, you can use your action to encase yourself in a protective cocoon of ice for 1 minute, at which point you exit the cocoon at the start of your turn or until you use an action to end the effect on your turn. You become petrified and gain temporary hit points equal to twice your sorcerer level when you enter the cocoon and at the start of each of your turns. Your tempHP is removed once you exit the cocoon. You maintain awareness of your surroundings.

Once you encase yourself in this way, you can't do so again until you finish a long rest.

Winter's Embrace

Beginning at 18th level, you can extend your icy grip across the land.

As an action, you can spend 5 sorcery points to exude a freezing aura in 30 ft radius around you. For 10 minutes or until you lose your concentration (as if you were concentrating on a spell), 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.

Each time a creature starts its turn within the aura or enters the aura on its turn, they must succeed on a Constitution saving throw or take 3d8 cold damage and become restrained until the start of its next turn. A creature that succeeds on this saving throw is immune to the restraining effect for the next 24 hours. A creature that fails the saving throw 3 consecutive  times will become petrified in ice. Creatures immune to cold damage cannot be restrained or petrified by this ability. At the beginning of your turn, you can expand or reduce the radius of the aura by 10 feet, to a maximum of 100 feet. You can choose a number of creatures equal to your Proficiency bonus that are immune to this ability. 

Previous Versions

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5/6/2024 4:10:25 AM
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