Base Class: Sorcerer
Your origin is one that few people could only try to guess at; with the patches of ices around your body and the your glowing blue eyes. Either you had been raised by a clan living in the frozen north, cursed by a powerful cryomancer, or perhaps your are a descendant of the powerful, ancient sorceress known by few as the "Ice Queen". Whatever the case, your power resides in the manipulation and control over winter's winds and chilling ice.
Revised and Updated version of the "Winter Sorcery" subclass by Dreaded_Lord.
Glacial Bloodline
At 1st level, you learn the Shape Water, which counts as a sorcerer cantrip for you. You may cast this spell using your bonus action rather than a actual action, but you may only use it's effect on ice within range. However, you may use this cantrip to create as well as thaw ice.
In addition, at 1st level, you may choose an additional spell that does not count against your spells known. Your choices are detailed below in the table. When you gain certain sorcerer levels, you gain additional choices, as shown in the table below.
Additionally, when you gain a level in this class, you can choose one of the spells you selected and replace it with the other spell that you could learn at that level. For example, at level 3 you could select spike growth as your level 3 choice, and change your level 1 choice from fog cloud to ice knife; you cannot change your level 1 choice to a higher level such as snilloc's snowball swarm.
Glacial Bloodline Expanded Spells
SORCERER Level |
Spells |
---|---|
1st |
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3rd |
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5th |
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7th |
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9th |
Cone of Cold
You learn the cone of cold spell.
Control Winds
You learn the control winds spell.
Elemental Bane
You learn the elemental bane spell.
Fog Cloud
You learn the fog cloud spell.
Ice Knife
You learn the ice knife spell.
Ice Storm
You learn the Ice Storm spell.
Sleet Storm
You learn the sleet storm spell.
Snilloc's Snowball Swarm
You learn Snilloc's Snowball Swarm spell.
Spike Growth
You learn the spike growth spell.
Wall of Water
You learn the wall of water spell.
Rimed Flesh
As Winter's power flows through your body, your breath becomes foggy, your hair turns white, and it causes parts of your limbs and skins to be coated in blueish frost. At 1st level, you become resist to cold damage and can ignore difficult terrain in the form of snow or ice.
In addition, due to your some of your body become coated in ice, while you are wearing no armor and not wielding a shield, your AC equals 13 + your Dexterity modifier.
At 14th level, you now become immune to cold damages.
The Biting Cold
Starting at 6th level, when you spend any sorcery points as part of casting a spell that deals damage, you may change the spell’s damage type to cold. You also gain the following two abilities:
- Freezing Touch: When you cast a cantrip that deals cold damage, you add your Charisma modifier to the cold damage.
- Winter Blast: Once per short or long rest, when you cast a spell of 1st level or higher that deals cold damage, you can use your reaction to force any number of creatures that were affected by the spell to make a Constitution saving throw equal to your Spell Save DC. On a failure, a creature is stunned until the end of its next turn.
Frozen Body
At 6th level, your attunement to frost has altered you. You remain the same for years and your lifespan become longer. For every 10 years that pass, your body ages only 1 year, and you are immune to being magically aged.
Absolute Zero
At 14th level, your magical ice attacks can now deal more damages against even the toughest of enemies. When you cast a spell or use an ability that deals cold damage, you may ignore resistance to cold damage and deal half damage to foes with immunity to cold damage.
Your spells and abilities that deal cold damage also deal an additional 1d6 + your Charisma modifier of cold damage.
Boreal Tomb
Beginning at 18th level, you gain the ability to envelop you and an area around you in a magical aura with the appearance of a blizzard. As an action, you can create a spherical aura of blistering wind and freezing cold with a radius of 40 ft, centered at yourself, for up to a minute. While concentrating on this aura, you are unable to take actions, bonus actions, or reactions and may only move at half-speed. When you create the aura, you may designate any number of friendly creatures to be immune to the effects of the aura.
- The area inside the aura is considered magical difficult terrain.
- Creatures inside the aura are considered blind beyond 10 ft.
- Creatures inside the aura are considered heavily obscured by any creature outside the aura.
In addition, when the creature enters the area for the first time on a turn or starts its turn there, it must make a Constitution saving throw. On a failed save, the creature takes 6d10 cold and is considered petrified as the ice encases their body. If a frozen target takes damage from something other than this aura, the ice shatters and the target is freed. At the end of each of its turns, the creature can make a Strength saving throw in the attempt to break free. Once free, the creature is immune to the damaging effects of the aura for 24 hours, but is still effected by the other effects, such as the difficult terrain. Moreover, the ice thaws after one minute.
Once you use this feature, you can’t use it again until you finish a long rest.
Good