Sorcerer
Base Class: Sorcerer

To most, the cold is a bitter and unforgiving foe, but to you, the cold is a sensitive and delicate friend. Each flake of snow holds within it a powerful beauty, one that cannot be found anywhere else. You are one of the rare ones, the ones who understand and love the cold, embracing it, and the cold feels the same back. Bending to your whims, the cold protects you, shielding you from damage, as you command it to strike your foes.

The ice and cold that runs through your veins can manifest in your physicality. At your option, you can pick from or roll on the Frost Speaker Quirks table to create a quirk for your character.

Frost Speaker Quirks

d6 Quirk
1  You are icy cold to the touch.
2 When you sleep, flakes of frost form across your body.
3 Your blood freezes when it leaves your body.
4 When you breath, you can see your breath, even in warmer climates.
5 Your footsteps leave patches of frost on the ground.
6 You constantly shiver slightly, as though cold, yet do not feel cold.

Frost

Starting at 1st level, the remnents of the icy magic you expend condenses on your body, ready to defend or strike at your will.

You gain resistance to cold damage.

When you cast a spell of 1st level or higher that deals cold damage, you gain a number of Frost equal to the level of the spell. You can have a maximum number of Frost equal to your Sorcerer level. You lose all Frost at the end of a long rest.

As a bonus action, you can convert any number of Sorcery Points into Frost. Alternatively, you can convert any number of Frost into a number of Sorcery points equal to half the expended Frost.

Coalesce

Starting at 1st level, the cold protects you from danger, condesing quickly into a shield to defend you.

When you take damage, you can use your reaction to spend up to your proficiency bonus in Frost. Roll a number of d6 equal to the amount of Frost expended and reduce the damage you take by the total rolled on the dice.

Rime

Starting at 6th level, the Frost has become more aggressive, attacking your foes and amplifying your own power.

When you deal cold damage, you can expend a number of Frost up to your proficiency bonus, you can roll a number of d6 equal to the amount of expended Frost, adding the total to one of the damage rolls.

Icy Touch

Starting at 6th level, your manipulation of the cold allows you to quickly freeze water around you.

As an action, you can target a 5-foot cube of water within 30 feet of you, and immediately freeze it. A creature fully within the cube can make a Strength saving throw against your spell save DC. On a success, the creature is shunted to the nearest unnoccupied space. On a failure, the creature is restrained by the ice. A restrained creature can use their action to attempt the saving throw again, ending the effect on a success. The water remains frozen for up to 1 hour, until you end the effect on your turn (no action required), or until you lose concentration, as though concentrating on a spell.

When you step on water, you can choose to freeze a small portion of the water under your feet, effectively allowing you to walk on water.

Winter

Starting at 14th level, the cold is eternally with you, covering you, enshrouding you, protecting you.

When you finish a short or long rest, you gain a number of temporary hit points equal to half your Sorcerer level (rounded down) and, if you have no Frost, you gain 5 Frost.

Sheer Cold

Starting at 18th level, you exhude a powerful aura of frost, such that you can significantly lower the temperature around you with ease.

As an action, you can expend all your current Frost (minimum of 5) to create an aura around you of deathly chilling cold, coming close to absolute zero. Each creature within 30 feet of you must make a Constitution saving throw against your spell save DC. On a failure, a creature takes cold damage equal to a number of d6 equal to half the number of Frost expended (rounded down) and gains one level of exhaustion. On a success, a creature takes half damage and does not gain a level of exhaustion.

For up to 1 minute, on subsequent turns, you can use your action to freeze those chilled by you even further. Each creature within 30 feet of you that failed the initial saving throw must make another Constitution saving throw or gain another level of exhaustion. A creature that succeeds on this saving throw becomes immune to this effect for 24 hours. Additionally, for the duration, you gain Frost equal to your Charisma modifier at the start of each of your turns. This effect ends early if you start your turn and there are no creatures not immune to this feature within 30 feet of you or you do not continue the effects with your action. You do not gain Frost the turn this effect ends.

A creature that has resistance to cold damage has advantage on any saving throw for this feature, and a creature with immunity to cold damage automatically succeeds.

The surface of any exposed water within the radius freezes.

Once you have used this feature, you cannot do so again until you finish a long rest. 

This feature is treated as a spell for the purposes of metamagic, with a range of self and a duration of 1 minute.

 

Changelog

2.0
Changed Coalesce and Rime to be limited by Proficiency bonus instead of half level. These were found to be far too powerful at higher levels, allowing a sorceror to negate up to 10d6 worth of damage or add 10d6 of damage to their spells. Even though Frost is intended to be gained slowly, this benefit was deemed too high.
Removed Frost Burn. With the addition of the Transmuted Spell metamagic option in TCoE this feature became somewhat redundant. It was also found to be a little odd and shoe horned in, so rather than changing it it was opted to just remove it.
Changed Winter to 14th level feature. This feature wasn't as impactful as it was intended for an 18th level feature, the pinnacle of what the archetype is supposed to be, but it was found to be very useful in allowing this subclass a touch more versatility and security. The temporary hit points were nerfed to reflect this change.
Added Sheer Cold as 18th level feature. The subclass was found to be lacking in an "ultimate move" with a considerable lack of cold damage spells available, excluding homebrew, especially with higher level spells, so this feature was designed to capture the essence of the freezing winds and exhausting cold that makes ice so dangerous.

Previous Versions

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9/30/2021 1:03:51 PM
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