Base Class: Sorcerer
The innate ability to cast magic is a natural ability of all sorcerers, however, your bloodline seems to have a strong affinity toward ice and cold. Creation and manipulation of ice and cold effects comes easily to you and grants you unique abilities that few others possess.
Ice Dart
At 1st level, you can magically create and launch an Ice Dart at an enemy within 120 feet. Make a ranged spell attack. On hit, the target takes 1d10 cold damage. As you reach higher levels you can create and launch multiple Ice Darts with the same attack: two at 5th, three at 11th, and four at 17th. You can direct the Ice Darts at the same or different targets. Make separate attack rolls for each Ice Dart. If at least two Ice Darts hit the same creature on your turn, that creatures move speed is reduced by 15 feet until the end of its next turn.
This spell attack is considered a cantrip, has a somatic component, and Charisma is the spellcasting ability for the spell.
Ice Shield
At 1st level, you can create and control an Ice Shield as a bonus action. The Ice Shield hovers in your space to protect you from attacks giving you a +2 bonus to AC. The Ice Shield does not require concentration, and remains active until you are incapacitated, dead, or dismiss it as a bonus action.
You cannot use this feature while wielding a shield, and you do not require proficiency in shields to use this feature.
Cryo Shell
Starting at 6th level, as a reaction when you take damage, you can encase yourself in an ice shell, which melts away at the start of your next turn. The ice shell has 10 hit points per sorcerer level, and takes all of the triggering damage. The shell is an object, is vulnerable to fire damage, has an AC of 12, automatically fails saving throws, and can only be destroyed by reducing it to 0 hit points while it is active. Your speed is reduced to 0 while within the ice shell. If the shell is destroyed by damage, excess damage does not carry over to you.
Once you use this feature, you can't use it again until you finish a long rest.
Cold Mastery
At 14th level, spells you cast ignore resistance to cold damage, and when you cast a spell that includes a cold damage roll, you gain temporary hit points equal to half your sorcerer level rounded down.
Cryokinetic Transformation
Starting at 18th level, you can spend 6 sorcery points as a bonus action to magically transform your body into a frost form gaining the following benefits:
- You are immune to cold damage and have resistance to fire damage.
- You ignore difficult terrain created by ice or snow.
- The ground, walls, and ceiling in a 15 foot radius around you is icy and is difficult terrain.
- Any creature that is affected by the difficult terrain created by this feature must succeed on a dexterity saving throw against your spell save DC or be knocked prone. This happens once on each creatures turn at the beginning of their turn.
- Your Ice Shield strengthens and provides +6 bonus AC instead of +2.
- Whenever you roll cold damage on your turn, the roll gains a bonus equal to your Charisma modifier.
This transformation lasts for 1 minute. It ends early if you are incapacitated, if you die, or if you dismiss it as a bonus action.
Previous Versions
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Posted Jul 16, 2020Very nice class. Would you be opposed to me sharing it on a blogpost?
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Posted Oct 12, 2018This is really cool!!! I am going to use it right away!!!