Sorcerer
Base Class: Sorcerer

Your innate magic comes from the elemental cold that was mingled with your blood or that of your ancestors. Most often, sorcerers with this origin trace their descent back to a mighty sorcerer of ancient times who made a bargain with a primordial entity and heralded by in at birth during an extremely cold night. Some of these bloodlines are well established in the world, but most are obscure. Any given sorcerer could be the first of a new bloodline, as a result of a pact or some other exceptional circumstance.

Cold Spell

The following spells are added to the Cryomancer spelllist, and count as Sorcerer spells when they are cast.

Level 1 - Armor of Agathys

Level 2 - Snilloc's Snowball Storm

Level 3 - Glyph of Warding (Cold only)

Level 4 - Elemental Bane (Cold only)

Level 5 - Conjure Elemental (Ice only)

Icy Endurance

The resilience of the elemental cold flows through your body. At 1st level, your hit point maximum increases by 1, and it increases by 1 again whenever you gain a level in this class.

Elemental Affinity

Starting at 6th level, when you cast a spell that deals cold damage, you can add your Charisma modifier to one damage roll of that spell. At the same time, you can spend 1 sorcery point to gain resistance to that damage type for 1 hour.

Icy Tomb

Beginning at level 14, As a reaction when you take damage, you can entomb yourself in ice, which melts away at the end of your next turn. You gain 10 temporary hit points per sorcerer level, which take as much of the triggering damage as possible. Immediately after you take the damage, you gain vulnerability to fire damage, your speed is reduced to 0, and you are incapacitated. These effects, including any remaining temporary hit points, all end when the ice melts.

Once you use this ability, you can't use it again unless you spend 5 sorcerer points or finish a long rest.

Storms Presence

Beginning at 18th level, you can channel the dread presence of your cold heritage, causing those around you to become awestruck or frightened. As an action, you can spend 5 sorcery points to draw on this power and exude an aura of gripping cold or blinding ice (your choice) to a distance of 60 feet. For 1 minute or until you lose your concentration (as if you were casting a concentration spell), each hostile creature that starts its turn in this aura must succeed on a Constitution saving throw or be grappled (if you chose gripping cold) or blinded (if you chose blinding ice) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours.

Previous Versions

Name Date Modified Views Adds Version Actions
12/23/2020 3:34:38 PM
11
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1.3
Coming Soon
12/30/2020 5:53:48 PM
14
2
1.4
Coming Soon

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