Sorcerer
Base Class: Sorcerer

Those born of the Shiverburn are innately conflicted. Powers of Fire and Ice clash within them, wanting to dominate the other and the individual. However, the individual possessing these powers can dominate both sides, combining them into a casting style unlike any seen throughout the ages: The Shiverburnt Soul.

Bastion of Frost

Starting at Level 1, your attunement to the ice can manifest itself as icy armor around you. Your Armor Class when not wearing armor is 13+dexterity modifier. This bonus is removed until the start of your next turn if you use Rebuking Inferno

Rebuking Inferno

Starting at Level 1, the fire in your soul can manifest itself briefly to harm your foes. As a reaction to taking damage from an attack roll (spell or weapon), you force a dexterity save on the triggering creature, taking 1d8 plus your charisma modifier fire damage on a failed save, or half as much damage on a successful one. This bonus stays active until the start of your next turn, and removes your Bastion of Frost until then

Frostfire Covenant

Starting at Level 6, your affinity with both fire and ice extends further into your blood and spells. You now have resistance to Fire and Cold damage. In addition, you can now swap the damage of a spell that deals fire damage with cold damage, and the damage of a spell that deals cold damage with fire damage.

Chosen of the Shiverburn

Starting at Level 14, the strength of the Shiverburn inside you now effects those otherwise resilient to the effects of the spells you wield. Your spells that deal fire and cold damage treat resistance as normal, and immunity as resistance

Mantle of the Shiverburn

Starting at Level 18, your journey in fusing both halves of the Shiverburn has come to an end, as you have mastered both halves. As an action, you can assume the Mantle of the Shiverburn for one minute, gaining the following effects

You gain immunity to cold and fire damage
You gain a flying speed of 30 feet, which you can hover with
You can target up to three that were hit by a spell you cast that did either fire or cold damage. The targets take extra damage equal to half of the damage dice. The damage is the opposite of whatever the spell was. For example, if the triggering spell is Fireball, the targets would take extra cold damage. If the triggering spell was Ice Knife, they would take extra fire damage. Once you use this, you cannot use it until you expend 5 sorcery points as a bonus action to bring it back

Once you use this, you cannot use it until you take a long rest

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