Sorcerer
Base Class: Sorcerer

Sometimes the spark of magic that fuels a sorcerer is not a spark at all, and instead it chooses to crystallize itself into something more tangible, sometimes that spark is not chaotic and unpredictable. But beautiful, and tranquil. This power once frozen deep within you fuels your innate magic, and it’s deep connection to the elemental magic of water and wind is what makes you Frost Touched. 

Perhaps your bloodline was once connected to both the planes, or when tracing your ancestors you might fight that at some point your forefathers chose to mix their blood with such creatures. Whatever the origin of your connection is, the magic of elemental ice is yours to command.

This cold within you makes you different, as it might cool your temperament, making you unnaturally calm. You might find yourself more comfortable away from heat, unlike your peers. This link makes you different from others, some might even say distant and uncaring.

(This archetype version 2.5 is intended for a campaign that uses standard array or point-buy. I have not taken in mind multiclassing however with the Sorcerer's reliance on their class levels to gain points I imagine it being fine.)

Frost Touched Spells 

You learn additional spells when you reach certain levels in this class, as shown on the Frost Touched Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. These spells can’t be replaced when you gain a level in this class. 

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell can be any spell from the paladin spell list or must be an evocation or abjuration spell from the sorcerer, warlock, or wizard spell list.

Frost Touched Spells

 

Sorcerer Level

Spells

1st

compelled duel, zephyr strike

3rd

warding wind, binding ice

5th

sleet storm, blink

7th

ice storm, control weather

9th

cone of cold, steel wind strike

Winter Warrior

From 1st level, you gain proficiency with simple weapons, and martial weapons. Additionally, over the course of 1 hour, which can be done during a Short Rest. You can enhance one weapon with which you are proficient with in icy magic. Once per turn, when you hit with the enhanced weapon or deal damage with a Sorcerer cantrip, you deal an additional 1d4 cold damage. 

This damage increases to 1d6 at 5th level, 1d8 at 11th level, and 1d10 at 17th. 

Only one weapon at a time can be enhanced in this way, nonmagical weapons that lose this enhancement shatter.

Crystalize

At 1st level, you learn to crystallise the moisture on the top layer of your skin forming an almost invisible layer of armour. As an action, you can gain a base AC of 13 + your Charisma modifier if you aren’t wearing armour or wielding a shield, and your skin assumes a cold, icy appearance. This effect lasts until you end it as a bonus action, you are incapacitated, or you don armor other than a shield. 

When you reach 3rd level in this class, you learn how to further strengthen your defences. As a bonus action, you can expand 1 or more sorcery points to gain 5 temporary hit points for every sorcery point spent. You can gain a number of temporary hit points up to 5 x your sorcerer level. If a creature hits you with a melee attack while you have these hit points, it takes cold damage equal to 5 + your Charisma modifier.

Crystal Aegis

Starting at 6th level, your control over the elemental ice develops, allowing for more efficient use of your spells, as well as an ability to share the defensive property of your magic with allies. When you use your Metamagic option on a cantrip, you only need to expand 1 sorcery point.

Additionally, as a bonus action, you can grant an aegis to one allied creature you can see within 60 feet of you. The aegis is a dim, crystal aura of ice magic that protects the target. Any bludgeoning, piercing, or slashing damage the target takes is reduced by 2 + your Proficiency bonus. This effect lasts for 1 minute, until you use it again, or until you are incapacitated. In addition, when a creature you can see within 60 feet of you hits the protected target with a melee attack, you can spend 1 sorcery point to use your reaction to teleport to an unoccupied space you can see within 5 feet of the attacker. 

You can then make one melee weapon attack against the attacker. If that attack hits, it deals an extra 1d10 cold damage. This extra damage increases to 2d10 at 11th level and 3d10 at 17th level.

Cold Embrace

Starting at 14th level, you learn to rapidly freeze the air around you when in danger, encasing yourself in a barrier of ice. As a reaction when you take damage, you can encase yourself in ice, which melts away at the end of your next turn. The ice you create has hit points equal to 10 x your sorcerer level, which take as much of the triggering damage as possible. Whenever you would take damage, the ice takes the damage instead, if this damage reduces the ice to 0 hit points, it shatters and you take any remaining damage. The ice has vulnerability to fire damage, and is immune to cold damage, you are considered restrained while in the ice, and can’t use your hands to cast material components for spells. 

Once you use this feature, you can’t use it again until you finish a short or long rest.

Aegis of Everfrost

Starting at 18th level, you become a living embodiment of the power of frost magic. Your body growing cold and pale, your hair turning an icy pale shade of what it once was. You gain immunity to cold damage, you no longer suffer the drawbacks of old age, and you can’t be magically aged, and you are immune to disease. 

Additionally, when you use your Crystal Aegis to protect an ally, you can choose up to three creatures to gain its benefit.

Previous Versions

Name Date Modified Views Adds Version Actions
12/15/2021 9:35:15 PM
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