Sorcerer
Base Class: Sorcerer

The magic within you feeds from the frozen wastelands of the north. Many of this line were born during a powerful blizzard or their lineage has been blessed (or cursed) by powerful ice elementals or other forces. Whatever the reason, the cold pulses through your veins.

Walkers of the Path of Frost are at home in extreme environments, the ice in their blood allowing them to sustain the extreme desert heat and survive sub-zero temperatures without issue.

Icy Tongue

The freezing blood flowing through your veins cools your heart as well, giving your words a bite. Starting at 1st level, you gain proficiency in Intimidation.

Frigid Blast

Starting at 1st level, when casting spells, cold energy bursts forth from you. Immediately after casting a spell of 1st level or higher that deals Cold damage, you may spend a bonus action to erupt in cold energy, causing the ground in a 10 feet sphere around you to become difficult terrain until the start of your next turn and dealing 1d4 Cold damage to every Creature in range except yourself.

At 7th level, the damage increases to 1d6.

At 14th level, the damage increases to 1d8.

Cold Blooded

At 6th level, you gain the ability to endure extreme temperature conditions, either from heat or cold. You cannot get exhaustion due to temperature.

You can move across difficult terrain created by ice or snow without spending extra movement.

You also gain resistance to cold damage.

Ice Ward

Starting at 6th level, when you or a friendly target within 15 feet of you are about to take slashing, piercing, bludgeoning, or fire damage, you can use your reaction to reduce the damage taken by your sorcerer level.

If the damage is reduced to 0, the target gains +1 AC until the end of their next turn.

Icy Blast

At 14th level, you gain resistance to cold damage as your icy nature fortifies you. In addition, you are able to launch a blast of icy energy that can freeze your enemies in their tracks. As an action, choose a point within 60 feet of you. A number of targets up to your charisma modifier of your choosing within 15 feet of that point must succeed at a Dexterity saving throw against your Spellcasting DC. On a failed save, the targeted creature becomes Restrained.

At the start of each of the victim's turns, they may attempt an Athletics check against your spellcasting DC to break free.

Once you use this feature, you cannot use it again until you complete a short or long rest.

Frost Sphere

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

As an action, you may encompass yourself in a dome of ice 5 feet wide. You may spend sorcery points, up to a max of your Charisma modifier, to expand the diameter of the dome by 5 feet per point.

If a creature's space is only partially covered by the effect, they are in the dome if 50% of more of the their space is covered by the effect.

The dome has 50 hitpoints and an AC of 13. While these hitpoints remain, the dome has the following traits:

  • Vulnerable to fire damage
  • Immune to cold damage
  • Resistant to all other damage
  • If on opposite sides of the dome, targets have total cover.

Once you use this feature, you must complete a long rest before you can use it again.

Previous Versions

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