Sorcerer
Base Class: Sorcerer

Freeze their toes off

As Cold as Ice

At level 1, being infused with cold has altered your form. You are resistant to cold damage.In addition, any spell that you cast that does damage instead deals cold damage in place of its normal damage.

Winter's Herald

At level 6, your magic freezes your enemies in their footsteps. The first time you deal cold damage to a creature each round, that creature's movement speed is reduced by 10 feet until the end of its turn. Any other time you deal cold damage to a creature each round, their movement speed is reduced by 5 until the end of its turn. If a creature's movement speed is reduced to 0 by this effect, it takes 1d10 cold damage and can't take reactions until the end of its turn.

Arctic Soul

At level 14, the cold inside of you changes your body. You no longer age. You no longer need to eat, breath, or drink to stay alive. You no longer need to sleep, but can still gain the benefits of a long rest by performing 8 hours of light activity, such as keeping watch or reading. You gain an immunity to cold damage and resistance to fire and poison damage. You are immune to disease and have advantage on saving throws against being poisoned. You gain darkvision out to 60 feet.

In addition, your spells ignore resistance to cold damage. Immunity to cold damage is considered one step lower as a resistance instead.

Frozen Might

At level 18, you are one with elemental ice. When you are not by a melee attack, you can use your reaction to create an explosion of ice from the strike that deals 2d10 + your spellcasting modifier points of cold damage to everything within 10 feet of you.

As an action, you can summon a freezing storm cloud around you. This cloud extends 120 feet in all directions and extends around corners. The cloud also moves with you with you as the centerpoint. In this cloud, the area is heavily obscured and considered difficult terrain. You ignore the heavy obscurement and difficult terrain. Any fires in the area affected by the storm are extinguished, and all bodies of water freeze solid, but can't trap creatures. Any creature that starts their turn in the storm cloud take 1d8 + your spellcasting modifier points of cold damage. While the cloud lasts, you are resistant to all nonmagical damage.

The cloud lasts for one minute, or until you dismiss it as a free action, or until you lose concentration as if concentrating on a spell. Once you use this feature, you can't use it again until you finish a long rest.

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