Base Class: Sorcerer
You are descended from the wilds themselves and their effects have made themselves present in you. Common frostborn traits are bright blue eyes, pale hair and cold skin.
Cold snap
Whenever you cast a spell that deals cold damage, you may add an additional die of the type rolled. At 14th level, the number of dice increases to 2.
Frost magic
You learn a number of spells related to your bloodline. They count as sorcerer spells and don't count against the number of spells that you can prepare.
Ice shards
At 6th level, your connection to your ancestors has become stronger, covering you with shards of ice and snow. You gain resistance to cold damage and the ability to summon shards of ice as weapons.
You can attack with the shards, making a ranged weapon attack with 60 feet of range. The shard deals 2d6 cold damage on a hit and their movement speed is reduced by 10 feet for one round. The shards also provide protection. When you are hit with an attack, you can use your reaction to add your charisma modifier to the saving throw or your ac for the duration of the attack, possibly affecting the outcome. You can use this feature a number of times equal to your charisma modifier.
Flash freeze
As an action you unleash a pulse of cold around you in a 15 ft radius. Each creature that starts their turn in the area or enters the circle must make a constitution saving throw or take 3d10 cold damage and be paralyzed until the start of their next turn. This lasts for 1 minute and can be used once per long rest. If they succeed the saving throw, they take half damage and their speed is halved until the start of their next turn.
Winter's wrath
Whenever you cast a spell that deals cold damage, you can expend 4 sorcery points to deal maximum damage with the spell. Once you use this ability, you can't use it for one round. You have a number of uses equal to your charisma modifier.
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