Base Class: Sorcerer
Whether you were born on the coldest night of the winter solstice or under the watchful eye of a moon deity, one of these could be the source of your affinity for ice magic. Frostborn sorcerers excel at limiting their opponents’ movement, and leaving openings for devastating blows while keeping them at a distance.
Bonus Cantrip
When you choose this subclass at 1st level, you gain the Ray of Frost cantrip if you don't already know it. This cantrip doesn’t count against the number of sorcerer cantrips you know.
Cold to the Touch
Your magic is deeply rooted in snow and ice and thus, the cold does not faze you. Starting at 1st level, you gain resistance against cold damage.
Freeze
Starting at 6th level, You can attempt to freeze a target as an action. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures). Starting with the creature that has the lowest current hit points, each creature affected by this effect is considered petrified until the effect ends, the frozen creature takes damage, or someone uses an action to break the ice. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected. You can use a sorcery point to add an additional 1d8 for every sorcery point you use. You can attempt this only once per long rest.
Freeze
Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).
Frost Burst
Starting at 14th level, you learn new ways to keep your foes at a distance. As a reaction, you can send out a burst of magical ice energy in a 30 foot cone or a 30 foot circle centered on yourself. Any creature you choose within range has to make a Constitution saving throw. On a fail, the creature takes 2d6 cold damage and their speed is reduced by 10 feet. In addition, they must subtract 1d4 from any ability check or saving throw until the end of your next turn. On a success, the creature takes half damage and does not suffer any additional effects. Once you use this feature, you cannot use it again until the end of your next long rest.
Cold Snap
At 18th level, your magic has the potential to deliver a debilitating blow against your foes. When you land a hit with an attack spell that deals cold damage, choose a target that was hit by the spell. Until the beginning of your next turn, the target loses AC points equal to your Charisma modifier (min of 1). Also, the target has disadvantage on Dexterity check and saving throws until the end of your next turn.
Once you use this feature, you cannot use it again until the end of your next long rest unless you use 5 sorcery points to do so.
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