Sorcerer
Base Class: Sorcerer

Your magic originates from the coldest reaches of existence, perhaps from the glacial heart of a primordial being or the icy depths of the elemental planes. As a Frostborn Soul, you embody the biting chill of frost, wielding its destructive power with unparalleled mastery.

Lore: The Frostborn Souls – Founders and Rulers of Frostmourne

Long ago, before the land was blanketed in ice, a mighty people known as the Frostborn Souls fled from a great cataclysm that consumed their homeland. Some say they were exiled warriors, others claim they were the last remnants of a lost empire. Whatever the truth, they journeyed into the icy unknown, braving the relentless cold and the horrors that lurked in the frozen dark.

Through sheer resilience and unbreakable will, they carved out the first great city—Frostmourne, a fortress of ice and stone that became a beacon of survival in a world determined to crush them. Their mastery over frost magic, combined with their unyielding warrior spirit, allowed them to thrive where others perished. Even now, the rulers of Frostmourne trace their lineage back to these first settlers, claiming the title of Frostborn Lords and Ladies, their blood forever tied to the icy land they tamed.

Update 5: Redoing the whole subclass fixing focuses on balancing and fair-play to damage and action economy.

Icy Affinity

3rd-Level Frostborn Soul Feature

You channel frost into your spells, enhancing their potency and versatility.

  • Frigid Power: When you attack or cast a spell that deals cold damage, it deals an additional 1d6 cold damage.

  • Frozen Resilience: You gain immune to cold damage. Additionally, you can traverse place with extreme cold condition easily inside a dungeon or at the depths of the ocean and you are vulnerable to fire damage.
  • Cold Embrace: As a reaction when you or a creature you can see within 30 feet takes damage or is targeted by an attack, you can encase the target in a protective block of frost until the end of its next turn.

  • Cold Barrage: Your mastery over frost allows you to channel lingering cold into a secondary flurry of icy projectiles

Glacial Control

6th-Level Frostborn Soul Feature

Your command over frost magic deepens, letting you manipulate the battlefield and harness magic more efficiently.

  • Glacial Transmutation: When you cast a sorcerer spell that deals acid, fire, lightning, poison, or thunder damage, you can convert its damage type to cold damage.

  • Frost Channeling: Whenever you hit a creature with a spell or cantrip that deals cold damage, you apply a Frostbite Mark to it until the start of your next turn.

  • Frost Armor: As an action, or as a reaction when you or a willing creature within 30 feet takes damage, you can encase the target in a layer of protective ice.

  • Frozen Path:

    Your connection to elemental ice grants you fluid movement across frozen terrain:

    • Ice Glider: You ignore difficult terrain caused by ice or snow, and your movement speed increases by 10 feet.

    • Frozen Path: As you move, you can freeze the surface beneath your feet or manifest temporary structures of solid ice (such as ramps, bridges, ladders, or slides up to 30 feet long) that last for 1 hour. Allies can move across your path freely without penalty. Hostile creatures that step onto the path treat it as difficult terrain and must succeed on a Dexterity saving throw against your spell save DC or fall prone.

    • Slippery Escape: Once per short or long rest, or whenever you roll initiative, when an attack hits you, you can use your reaction to impose disadvantage on that attack roll and immediately move up to half your movement speed without provoking opportunity attacks.

Heart of Winter

Your soul is deeply attuned to sub-zero temperatures, empowering your allies, shaping the environment, and channeling winter's absolute power.

Ice Glider Upgrade

The movement speed bonus from your Frost Walker feature increases to +20 feet (increases to +30 feet at 18th level).

Chilling Presence & Environmental Flash-Freeze

You are no longer vulnerable to fire damage. Additionally, you emit an aura of frigid cold in a 15-foot radius centered on you (increases to a 20-foot radius at 18th level).

  • Glacial Domain: The area within your aura counts as a Cold Environment, and ground within it becomes icy difficult terrain for hostile creatures.

  • Frost Resistance: Allies inside your aura gain resistance to cold and fire damage, and ignore movement penalties from ice and snow.

  • Freezing Pulse: Hostile creatures that start their turn inside your aura take cold damage equal to your Charisma modifier.

  • Environmental Flash-Freeze: Whenever you cast a spell with an area of effect that deals cold damage or creates ice or snow (such as Sleet Storm or Ice Storm), the entire affected area becomes a temporary Cold Environment and icy difficult terrain for 1 minute (or for the spell's duration if it requires concentration).

  • Thermal Sense: You gain thermal perception out to 60 feet, detecting heat signatures through non-magical darkness, fog, or obscurement to pinpoint living creatures, fires, and heat-generating magic by their temperature outlines. Any changes in the environmental temperature you will detect it giving you +2 to Initiative.

Winter's Heart: Frost Siphon

Whenever you deal cold damage to one or more creatures with a spell of 1st level or higher, you siphon warmth from the target into frozen vitality:

  • Life Siphon: You or one ally you can see within 30 feet of you regains hit points equal to your Charisma modifier + twice the level of the spell cast.

  • Critical Siphon: If the spell scores a critical hit or reduces a hostile creature to 0 hit points, the healing provided by this feature is doubled.

  • Glacial Reaction: When an ally within 30 feet takes damage, you can use your reaction to expend 2 Sorcery Points to trigger this siphon without casting a spell, instantly restoring hit points equal to your Charisma modifier + your Sorcerer level to that ally.

Winter's Mastery

Once per short or long rest, when you cast a sorcerer spell of 5th level or lower that deals cold damage, you can cast it without expending a spell slot or material components.

Avatar of Frost: Absolute Zero

Once per long rest, when you cast a spell that deals cold damage, you can unleash a devastating wave of absolute zero energy in a 30-foot radius centered on yourself or the target point of the spell. Each creature of your choice within that area must make a Constitution saving throw against your Sorcerer spell save DC.

  • On a Failure: A creature takes 10d6 cold damage and is paralyzed until the end of your next turn as its body freezes solid.

  • On a Success: A creature takes half damage and is not paralyzed.

Eternal Winter

18th-Level Frostborn Soul Feature

You ascend to become the ultimate embodiment of winter—an unstoppable force capable of command over elemental frost, ice artifice, and world-shaping cataclysms.

Unyielding Frost

Your elemental cold pierces through all earthly and otherworldly defenses:

  • Pierce Immunities: Cold damage dealt by your sorcerer spells ignores cold resistance. Creatures immune to cold damage are instead treated as having cold resistance against your spells.

  • Freeze Recovery: When a creature takes cold damage from your sorcerer spells, it cannot regain hit points until the start of your next turn.

  • Empowered Chill: When you cast a sorcerer spell that deals cold damage, you can spend 2 Sorcery Points to maximize the spell's damage output (dealing maximum damage instead of rolling).

Master of Permafrost & Glacial Artifice

  • Permafrost: Ice structures, walls, and bridges created by your features or spells no longer thaw naturally, enduring indefinitely regardless of ambient temperature unless destroyed or dispelled by magical fire.

  • Glacial Creation: During a short or long rest, you can shape non-melting ice into non-magical tools, shelter, armor, or weapons. Weapons created this way deal an additional 1d6 cold damage and count as magical. Additionally, you can mine or forge Blue Ice to create custom spellcasting focuses that grant the holder resistance to cold damage.

Cataclysmic Frost: Ice Age

Once per long rest, as an action, you can expend a 7th-level or higher spell slot to release an apocalyptic blast of absolute zero in a 120-foot radius sphere centered on you.

  • Devastating Wave: Each creature of your choice within the area must make a Constitution saving throw against your Sorcerer spell save DC.

    • On a Failure: A target takes 12d10 cold damage and is frozen in solid ice (Restrained and Paralyzed) for 1 minute.

    • On a Success: A target takes half damage and is not frozen.

  • Breaking the Ice: A frozen creature can repeat the Constitution saving throw at the end of each of its turns, shattering the ice on a success.

  • Environmental Freeze: The entire 120-foot area permanently freezes over into glacial terrain, creating permanent icy difficult terrain, snuffing out all non-magical fires, and freezing all standing liquid instantly.

 

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