Sorcerer
Base Class: Sorcerer

Inside of you fire and ice conflict with each other. Having an affinity for both fire and cold spells, you possess elements that seem to contradict, granting you special abilities.  Equally capable of burning your enemies or freezing them in their tracks, both elements pull at you. Will you favor one element over the other or seek balance between the two. Focusing on spells that deal fire and cold damage, this sorcerer tries to find the balance between supporting allies and dealing damage. The sorcerer spell list is still fully available to maintain utility, but the main theme is to use fire and cold spells.

Expanded Spell List

Your elemental affinity grants you additional spells that can be learned. Treated as sorcerer spells, the following do not count against your maximum spell count and are automatically known when their required level is reached.

Sorcerer level Spells
1st Ice Knife, Burning Hands
3rd Snilloc's Snowball Swarm, Aganazzar's Scorcher
5th Fireball
7th Ice Storm
9th Immolation

 

Icy Protection

At 1st level you can create an icy shield as a bonus action. The shield protects you or a creature of your choice  within 30 feet subconsciously, adding a +2 bonus to AC. The ice shield can be created a number of times equal to your charisma modifier per long rest and remains up unless dismissed with a bonus action or you use Fiery Retribution while the shield is applied to yourself. Does not require proficiency with shields, but cannot be used if a shield is already in use. Increases to +3 at 6th Level.

Fiery Retribution

At 1st level you also gain the ability to cast Hellish Rebuke as a reaction without using a spell slot 2 times per long rest. Using this will forcefully dismiss Icy Protection on yourself, and cannot exceed level 4.

Elemental Rage

Your beginning to find a balance between the two elements within you, and use that to your advantage. Starting at 6th level, you can add your charisma modifier to a damage roll when you cast a spell or cantrip that deals either fire or cold damage. You gain resistance to fire and cold damage.

Wielder of Fire and Ice

At 14th level, you have been able to subjugate your fire and ice halves. Twice per long rest you can create a mantle of fire and ice that surrounds you for 2 minutes. In this form, flaming wings sprout from your back giving you a flying speed of 30 feet and you acquire resistance to non-magical melee and ranged attacks. Half of all cold damage you deal against one target is returned as temporary hit points, and half of all fire damage you deal against one target is returned as health. You can regain one charge of your mantle by spending sorcery points equal to your charisma modifier plus 1 (minimum of 1).

World of Ice and Fire

At 18th level, you gain immunity to cold and fire damage your ability to invoke your mantle increases to three times per long rest. As an action you can choose to channel your mantle to a point within 120 feet of you, creating a maelstrom of fire and ice in a 20-foot radius. You lose your mantle, and all creatures in that area must make a DEX save. On a failed save, they take 8d6 fire and 8d6 cold damage, or half that on a successful save. Creatures that fail the save are also frozen in place until they pass a STR save taken at the start of their turn. The area of ground covered by the initial blast is treated as rough terrain. Channeling your mantle can be used two times per long rest due to the strain on your body.

Previous Versions

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