Sorcerer
Base Class: Sorcerer

 

Sorcerers of the Frozen Heart can attain their icy gifts from a number of sources. Some can trace their bloodline back to the Winter Court hidden deep within the Feywilds. Others may have been blessed by a rare and powerful Ice Elemental from the Plane of Ice. Others still may have been gifted this power by pure accident, such as a near death experience deep in the snowy mountains. 

Regardless of how they attain their gifts, all Frozen Heart Sorcerers have difficulties feeling emotions, and suspicion the most common thing they feel. Despite this, some are drawn to the spectral beauty of Frozen Hearts. In some cases, this may lead to the doom of the Sorcerer’s victim. 

Frozen Heart Manifestations

1D6 

Manifestation

1 

You are always cold to the Touch  

2 

When you breathe, you can see your breath

3 

Your skin is snow white, and may be blackened around your hands and feet similar to the appearance of frostbite. 

4 

Your tears freeze into beautiful but worthless crystals of ice that never melt.

5 

You can only eat chilled or frozen food. 

6 

You always feel numb, as if you have stayed in the cold for too long. 

 

Frozen Heart Features

 

SORCERER LEVEL 

FEATURE 

1ST 

Winter’s Wrath, Winter’s Blessing   

6TH 

Shard of the Mirror, Winter’s Blessing

14TH 

North Wind, Winter’s Blessing

18TH 

Winter’s Fury

 

Winter’s Wrath

Your Heart is frozen, and Winter’s fury is at your command. At 1st level, and again when you reach 3rd, 5th, 7th, and 9th level in this class, you can choose a spell that is listed below. A spell you choose must be of a level you can cast, as shown on the Sorcerer table.

The chosen spells count as your bonus spells for this sorcerous origin.

Sorcerer Level

Spells

1st

Armor of Agathys, Cause FearConcentration

3rd

Enthrall, MoonbeamConcentration

5th

Feign DeathRitual, Pillars of Winter

7th

Hallucinatory Terrain, Kiss of Torment

9th

Modify MemoryConcentration, Pact of Heart

In addition, you can speak and understand Sylvan and Primordial.

Winter’s Blessing

You have been given Winter’s blessing and as such gain the following benefits at level 1. 

  • You treat all frozen and snow covered terrain as normal terrain, and you do not gain exhaustion from cold climates.
  • You can freeze small bodies of water at will, the water you freeze cannot fill more than 2 cubic feet of space. 

Your Blessing increases in power as you level. At level 6 you gain resistance to cold damage and full immunity to cold damage at level 14.

Shard of the Mirror

Starting at 6th level your connection to the very essence of winter strengthens even further. As an Action, You can tap into the ancient magic of the cold to create artificial shards of the Snow Queen’s mirror from clear ice. You and insert the shard into the heart of another humanoid either by passing a successful stealth check and being within melee range. Or by making a ranged spell attack roll where Charisma is your spell casting modifier. 

Upon a successful attack or Stealth check, the shard will change the way the target sees the world.

While in combat, the effect lasts for 1d10 rounds, or until the target dies or until you dismiss the effect with an action. While outside of combat, the effect lasts for 1d10 minutes, or until the target dies or you dismiss the effect with an action.

The shard will have one of the following effects. 

  • The target can only see the evils of the world, and will be disgusted by what they see. The Target is feared for the duration. The target must use it’s full movement speed to flee in the opposite direction of all creatures near it. 
  • The target sees friends as foes and foes as friends. They will attack with wild abandon any of its allies within range. If no ally is in range, it must move to the closest of its allies without exceeding its normal movement speed.
  • The Target becomes infatuated with you and is charmed for the duration. 

When the effects of the Shard end, the Target will know that magic was used on them and my become hostile if they were not already hostile. 

You can create a number of shards equal to your Charisma Modifier to a minimum of 1. Expended shards are restored upon a Long rest.

North Wind

 Starting at 14th level, the winter wind will respond to your will. As a bonus action you can call upon the north wind to raise you into the air as if you were no lighter than a snowflake. You gain a flying speed of 30 feet. Your flight last until you’re incapacitated, you die, or you dismiss them as a bonus action.

Any creature within 5 feet of you must make a Dexterity or Strength saving throw against your spell save DC to prevent being blown 10 feet from you. Creatures who are blown away from you in this manner do not take attacks of opportunity against you, nor do you take opportunity attacks against them.

Winter’s Fury

Starting at 18th level, you can call upon the fury of winter to surround yourself in a howling gale of ice and snow. You can expend an action to release the fury of Winter. The area within 30 feet of you is considered heavily obscured. You are unaffected by the Obscured terrain and can see clearly.  

Additionally, any hostile creature that enters this area of pure cold or starts their turn there takes  8d8 + your CON modifier in cold damage and 2d4 magical slashing damage from the high winds of the north. 

In addition you can add your Charisma modifier to the damage of any spell you cast that deals cold damage.

The furious storm lasts for 1 minute. It ends early if you are incapacitated, if you die, or if you dismiss it as a bonus action.

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