Sorcerer
Base Class: Sorcerer

You or someone in your lineage was exposed to the frost of the Kuraokami. Sorcerers who awaken their Heart Of Frost tend to be calm and analytical, often viewed as drab or uninteresting by an outside observer. There have been cases where those who awaken, fall too far losing themselves in the cold depths and becoming nothing more than a statuesque warning to others.

Frost Hallow

Beginning at 3rd level your Heart awakens a power deep within your blood. It transforms into an organ that not only pumps blood, but also houses your newly discovered power. Your unarmored  AC calculation while not wearing armor is [8 + Proficiency Bonus + Constitution Modifier] and you are considered to be wearing Light Armor as a layer of hardened frost coats your skin.
 
Your Frost Hallow has charges and can contain up to 10 + your Sorcerer level. These charges start at 0 and you can gain more charges equal to cold damage you deal or take, and are reduced by fire damage you deal, or take. These charges can only last up to 1 minute before dissipating and gaining charges resets the timer. 
 
As a bonus action, you can expend charges in increments of 10. For each increment of 10, you can expend and roll a hit dice then add your constitution modifier to the roll and restore that many hit points to another creature within 5 ft of you.
 
Due to your latent power outgrowing your physical body, whenever you reach the maximum charges of frost hallow or at the start of your turn while it's still at max charges, you take cold damage to equal half your proficiency rounded up in d6s  that cannot be reduced, absorbed or negated if this damage reduces you to 0 you become petrified in frost. (Mechanically you will always take this damage in full, anyone who says otherwise shall be met with a slow and painful Power Word: Shart after receiving the tail end of the spell Seal: Butt crack)
 
With risk comes appropriate reward. While you have maximum Frost Hallow charges, if you are benefiting from Frost Hallow's Unarmored Defense  your AC increases by 1 for every 5 stacks of your frost Hallow and hostile creatures have disadvantage on saving throws against your spells that deal cold damage, inflict the restrained or the petrified condition.

Frost Spells

When you reach a Sorcerer level specified in the Heart of Frost spells table, you always have the listed spells prepared.

Frost Spells
Sorcerer Level Spells
3 Blade Ward,Icewalker , Ice knife, Bubble Barrier, Rime's Binding Ice
5 Frigid Smite, Freezing Fog
7 Ice Storm, Watery Sphere
9 Hold Monster,  Whiteout

Winter's Howl

When you reach 6th level, your body has slowly adapted and changed the ice within you being colder than the ice around you. You gain resistance to cold damage.

Whenever you cast a spell that deals cold damage to a creature you may use a free action to expend Frost Hallow Charges. Every 10 charges expended in this way reduces the result of the next d20 test that creature makes by 1.

Blessing Of Frost

At 14th level, your proficiency in your grasp of your body and abilities has given rise to your understanding of the power within. As an action, you can gain Frost Hallow charges equal to Constitution Modifier. You can do this a number of times equal to your proficiency bonus.

You also move 2ft for every 1ft of movement expended while in difficult terrain caused by ice, or snowy conditions while your Frost Hallow has charges.

Cold Heart Protection

Having reached 18th Level, your mastery and control over ice has resonated with the world. Your resistance to cold damage becomes immunity to cold damage. As an action you can unleash and mold your inner frost to one of three forms. Once you use this action, you can't use it again until you finish a long rest, unless you spend 7 sorcery points to use it again. Only one type of each form may be active at the same time.

 

Snow Globe 

For 1 minute, you emit a disrupting chill in a 60ft radius of yourself that forces hostile creatures that enter or start their turn inside of the radius to make a Charisma Save against your spell save DC. On a Fail, it takes cold damage equal your Constitution score on a successful save they take half as much damage.

If your Frost Hallow is at maximum charges, the radius is difficult terrain and is considered to be an area of heavy obscurement for hostile creatures, and the damage dealt is equal to double your Constitution score instead.

 

Avalanche

For 1 minute, you create a floating,  spectral Icon of the Kuraokami with 60ft of you. 

As a bonus action on your turn, you may move the Icon 30ft. When you cast a spell that deals cold damage, you may upcast it up to 8th level by spending a number of sorcery points equal to the difference between the the level you are casting it at, and the level of the slot expended and the spell instead originates from your Icon.

If your Frost Hallow is at maximum charges, the Icon may cast any spell that deals cold damage up to 8th by spending sorcery points equal to the level of the spell instead of expending a spell slot.

 

Frozen Arena

For 1 minute, you emit a calming frost within a radius of 30ft. Any allied creatures that enter or stay within the radius, gains immunity to cold damage.

When you first activate this and whenever you or allied creatures start their turn within the radius they regain 3d8 hit points.

If your Frost Hallow is at maximum charges, when you cast a spell, or make an attack that deals damage to enemy it's speed is reduced by 10ft until your next turn if it's speed is reduced to zero this way it makes a Constitution save vs your spell save DC and becomes Petrified for one minute on a failure repeating the save whenever it takes damage, and at the end of each of it's turns. A creature petrified this way has vulnerability to fire and bludgeoning damage, and if it is reduced to 0 hit points they get shattered.

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