Sorcerer
Base Class: Sorcerer

(Original subclass created by Dreaded_Lord, updated and reworded by Syl)

Your origin is one of winter and cold; perhaps you were born during a magically-induced ice storm, or perhaps you encountered an ice elemental who saw potential in you, and chose to bestow power upon you. Or, maybe, you even encountered the mysterious Snow Queen of legend. Regardless of how you acquired your power, the chill depth of winter's bite is yours to command; the ability to freeze over flames, control the harsh winter winds, or even entomb the very land you walk upon in a current of impenetrable frost. All who wish to do you harm should come to fear the chill on the winds, for it heralds your arrival.

Ice Bloodline

Your wield ancient ice magic. At first level, you learn the "Shape Water" cantrip, which does not count against your total spells. You may cast this spell using your bonus action rather than an action, and you can use its effect on any area of ice as well as water within range.

At 1st level, and again when you reach 3rd, 5th, 7th, and 9th level in this class, you gain the spells from the list below. These spells are Sorcerer spells for you, but do not count against your total spells known, and Charisma is your spellcasting modifier for all of them.

Ice Bloodline Expanded Spells

Spell Level

Spells

1st

fog cloud, ice knife

3rd

snilloc's snowball swarm, spike growth

5th

sleet storm, wall of water

7th

ice storm, elemental bane

9th

cone of cold, control winds

Icy Flesh

As ice flows through your body, you begin to undergo physiological changes. At 1st level,  you gain resistance to cold damage and can ignore difficult terrain in the form of snow or ice. Also, due to some of your body becoming coated in ice, your Armor Class becomes 13 + your Dexterity modifier while you are not wearing medium or heavy armor.

As you level up, consider what effects these physiological changes might be having on your body; is your hair turning white? Is your skin turning blueish? Are your limbs becoming less made of flesh and more made of ice? If you are having difficulties coming up with ideas, consider the following traits table for inspiration, or roll on it and see what you get!

d6 Trait
1 You are always icy cold to the touch, and cold weather no longer bothers you!
2 Your breath is foggy, and your blood freezes upon contact with the air.
3 Your eyes and hair become iridescent, even white, as strands of cold energy begin to shine and glow within both.
4 Your skin on your limbs has begun to turn to ice that cannot melt.
5 You are no longer bothered by cold temperatures; in fact, you prefer it!
6 Ice crystals form around your head in the image of a crystalline, blue laurel-crown.

Frostbite

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, add a bonus to that cold damage equal to your charisma modifier (min. 1).
  • Winter Blast: Any time that you cast a spell of 1st level or higher that deals cold damage, you can use a reaction to force one of the enemies that were affected by the spell to make a Constitution saving throw against your Spell Save DC. On a failure, a creature is stunned until the end of its next turn. You cannot use this ability again until you have taken a short or long rest.

Frozen Form

At 6th level, the cold energy inside you has allowed your body to stay nearly perfect years longer than it should have. For every 25 years that pass, you only age 1 year, and you cannot be affected by magical aging.

Absolute Zero

At 14th level, your ice magic has manifested so strongly, it now envelops you like a suit of armor, and lets you pierce even the toughest of barriers. You have immunity to cold damage. Additionally, you ignore cold resistance and you deal half damage to creatures with cold immunity. Furthermore, any attacks you make that deal cold damage now deal additional cold damage equal to your Charisma modifier.

Blizzard Tomb

Beginning at 18th level, you gain the ability to create a spherical aura of pure, frozen energy around yourself. This blizzard lasts up to a minute and requires your concentration; it has a radius of 40 feet that is centered on your location and moves with you, though you can only move up to 10 feet while the blizzard is up. You must use your action to maintain the blizzard every turn, otherwise it fades at the end of your turn. Inside the blizzard's sphere is considered difficult terrain, and sight within it is limited to 10 feet, with anything beyond that being considered heavily obscured by snow and strong winds. You can choose any number of creatures inside the blizzard to be immune to all of its effects.

Any enemies that begin their turn within the radius of the blizzard, or enter the radius must make a Constitution saving throw against your Spell Save DC, taking 6d10 cold damage and becoming petrified within a large stone of ice for the duration of the blizzard on a failure. They thaw immediately after. A creature killed by this spell becomes a frozen statue. Any attacks against petrified enemies have advantage; however, if those attacks hit, the enemy is no longer petrified. At the start of each of their turns, petrified enemies can repeat the Constitution saving throw from earlier in an attempt to break free of the petrification. If they succeed, they burst out from the ice and are no longer petrified, and they do not take the 6d10 cold damage. Furthermore, any enemies that succeed on this saving throw are immune to the aforementioned effects (the petrification and the cold damage) for the next 24 hours, but they will still be hampered by the other effects of the blizzard (the difficult terrain and heavily obscured vision) until the blizzard ends.

This ability can be ended prematurely by failing to use your action to focus on it, or by losing concentration on it. Once used, you cannot use this ability again until after you've had a long rest.

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