Base Class: Sorcerer
A heart never beating, skin an icy blue and cold to the touch and a soul numb to emotion, to be honest, a snowman looks more warm and welcoming than you ever will . You were born with a cold demeanor, the mysterious magic of the plane of ice itself surging throughout your body, allowing you to summon forth a bone-chilling armory that will leave the opposition frozen in fear. Maybe an ancestor originated from the elemental plane of ice itself, or perhaps your lineage was blessed/cursed by a deity of the cold, such as Thrym, Lord of the Frost Giants, Auril, The Frostmaiden, Bahamut, Lord of the North Wind or Ulutiu, The Eternal Sleeper.
Regardless of the source of your mind numbing abilities, one thing is for certain. Once you hone yourself, and master the magic you have been given, "The hells themselves will freeze over" will no longer be a mere expression.
Your connection the icy elements not only effects your magic, but your physical attributes as well. Choose from the following table, or roll 1d6 to see what kind of features your link to the cold manifests as.
| Manifestations of Cold | Manifestation |
| 1 | The tips of your hair are frosted/The entirety of your hair is made out of ice crystals. |
| 2 | Your skin is icy blue, and cold to the touch, causing any prolonged contact with it to leave others slightly numb. |
| 3 | Every time you breathe out, it releases a small frosty cloud, regardless of the temperature. |
| 4 | Small specks of snow fall off of you anytime that you make even the slightest move. |
| 5 | Your eyes are crystalline in nature/Your pupils are shaped like snowflakes. |
| 6 | Your teeth and nails are made out of cloudy ice. |
Additional Spells
You learn additional spells when you reach certain levels in this class, as shown on the Frigid Spells table. Each spell counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.
Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The spell must be a evocation or conjuration spell from the sorcerer, warlock, or wizard spell list.
Frigid Spells
| Sorcerer Level | Spells |
| 1st | frost fingers, hex |
| 3rd | spiritual weapon, kinetic jaunt |
| 5th | vampiric touch, galder's tower |
| 7th | fabricate, shadow of moil |
| 9th | transmute rock, steel wind strike |
Crystalline Armory
Starting at 1st level, your frosty heritage imbues you with an unusual set of skills for a wielder of magic, allowing you to channel the freezing magic coursing throughout your body, and transform it into implements of war.
As a bonus action, you magically forge a set of crystalline armor, made from the sturdiest of ice. For 1 minute, you gain the following benefits:
- Your gain a +3 bonus to AC and you gain temporary hit points equal to half your sorcerer level (rounded down).
- You exude a Winter's Aura from your body, causing any creature within 10 feet of you to take cold damage equal to your Charisma modifier if it starts or ends its turn there. A creature can only take damage in this way once per turn.
- You gain resistance to cold damage.
Additionally, you weave a Frosted Weapon out of nothing but magic infused by the harsh winters of the plane of cold. You choose the form that the weapon takes from the following: Trident, Longsword or Warhammer. The gain proficiency with the chosen weapon type, and it keeps its original properties, but deals an additional 1d4 cold damage, and you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls.
You can use this feature a number of times equal to half of your proficiency bonus (rounded down), and you regain all expended uses when you finish a long rest.
Cold Blooded
Starting at 6t level, the ice in your veins has now, essentially, permanently preserved your body. You no longer age, and cannot be aged magically.
Additionaly, your Crystalline Armory gains the following properties:
- Anytime you deal cold damage to a target, you can spend up to 3 sorcery points to force the target to succeed a Constitution saving throw against your spell save DC. On a failed save, the targets body is covered head to toe in rime, and has their speed reduced by 5 x the number of sorcery points spent until the end of their next turn.
- Moving through difficult terrain involving ice or snow costs you no extra movement.
- You can attack twice, instead of once, whenever you take the Attack action on your turn. Additionally, you can spend 1 sorcery point to change the form of your Frosted Weapon before making the second attack.
- Your Crystalline Armory feature now lasts for 5 minutes.
Rime Reflection
At 14th level, if any creature within 5 feet of you attacks you, as a reaction, you can summon a dome of ice around you, giving you a +5 bonus to AC against the triggering attack. If this would cause the attack to miss, you can make one melee weapon attack against the creature, as part of the same reaction.
Additionally, your Crystalline Armory now creates sturdier armor, capable of repelling the toughest of weaponry, gaining the following properties:
- Your AC bonus increases to +4.
- You gain resistance to non-magical piercing, slashing and bludgeoning damage.
- The cold damage dealt by your Frosted Weapon increases to 2d4.
Surging Blizzard
At 18th level, you finally reign in and fully harness the raging blizzard whipping around within. While under the effect of your Crystalline Armory feature, you gain additional benefits:
- At the start of each of your turns, you regain hit points equal to 5 + your Charisma modifier if you have no more than half of your hit points left. You don't gain this benefit if you have 0 hit points.
- You gain immunity to cold damage.
- You gain resistance to fire damage.
- As a bonus action, you can unleash the frigid magic storming inside of you. Each creature within 10 feet of you takes cold damage equal to half your sorcerer level + your Charisma modifier and must make a Constitution save against your spell save DC. On a failed save, they are restrained, and sheets of ice covers the ground in a 10ft radius centered on you, making it difficult terrain for 1 minute. At the end of each of their turns, a creature(s) restrained in this way can use its action(s) to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained. If you use this feature, your Crystalline Armory immediately ends.
Previous Versions
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