Sorcerer
Base Class: Sorcerer

Your origin is one that few people could only try to guess at the best of their abilities by the patches of ices around your body and the your glowing blue eyes. Ether you had been raised by a clan living in the frozen north, cursed by a magician who learn ice magic, or perhaps your are the descendant's of the powerful, ancient sorcerers known by few as the "Ice Queen". Whatever the case, you are a growing sorcerer who powers resides in the manipulation and control over the winter breeze's and frozen ice's. The ability to even freeze over flames, encase enemies in layers of ice and cover the land in strong winter storms.

Ice Bloodline

Your ancestor is a being who wielded ice magic. At first level, you have learn the "Shape Water" cantrip, which count as a sorcerer cantrip for you. You may cast this spell using your bonus action rather than a actual action, and you can use it's effect on any area of ice within range, including using to unfreeze the ice's.

At 1st level, and again when you reach 3rd, 5th, 7th, and 9th level in this class, you can choose a spell that is listed below. A spell you choose must be of a level you can cast, as shown on the Sorcerer table.

The chosen spells count as your bonus spells for this sorcerous origin.

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's flows through your body, it causes parts of your limbs and skins to be coated in blueish frost's, your breath foggy out and hair turning pure white. At 1st level,  you become resist to cold damage and can ignore difficult terrain in the form of snow or ice. Also, due to your some of your body become coated in ice, you gain the added AC of 13 + your Dexterity modifier while not wearing medium or heavy armor. At 14th level, you now become immune to cold damages.

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 level 1 or higher that deals cold damage, you can used an reaction to force a number of enemies that were affected by the spell must make a Constitution saving throw equal to your Spell Save DC. On a failure, a creature is stunned until the end of its next turn. You would then need either a short or long rest to regain the ability.

Frozen Body

At 6th level, your body has now undergo a massive change that causes you to remain the same for years and your lifespan become longer. For every 10 years that pass, your body ages only 1 year, and you are immune to being magically aged.

Absolute Zero

At 14th level, your magical ice attacks can now deal more damages against even the toughest of enemies. When you cast a spell or use an ability that results in cold damage, you may ignore resistance to cold damage and deal half damage to foes with immunity to lightning damage. Your cold-base attacks also gained an added damage of 1d6 + your Charisma modifier.

Blizzardy Tomb

Beginning at 18th level, you gain the ability to envelop you and an area around you in a magical aura with the appearance of a blizzard. As an action, you can create a spherical aura with a radius of 40 ft, centered at your location and can moves with you for only one minute, though you can only move up to about ten feet for the duration. You are also unable to used any other actions, as you are concentrating on this peculiar spell only and trying to maintain it for the duration. The aura is considered as a magical difficult terrain and, inside of it, creature's sight beyond 10 ft is blocked by the blizzard. The aura heavy snowing and strong winds makes the area count as heavily obscured for any creature trying to perceive whats inside. You can decide any number of creatures of your choice to be immune to all of your aura effects.

On each round's, any enemies that were within the radius from the start, or enter the radius must make a Constitution saving throw equal to your Spell Save DC, or get deal with 6d10 cold damage and become petrified within a large stone of ice for one minute, for which then the ice melts. A creature killed by this spell instead becomes a frozen statue until it thaws. If any enemy that is encase get attack by one of your friends, they gain advantage against the frozen target. However afterward, the enemy is then free from imprisonment as the result. At the start of each of their turns, the enemies can make a Strength saving throw in the attempt to break free. If success, they burst out from the ice and have escape. Once free, the enemies will no longer have to make Constitution saving throws (though will still be hamper by the other effects, such as difficult terrain and heavily obscured vision) for the next 24 hours.

The spell can be ended early by using an action to let go the spell. Once you this this ability, you need to get a long rest to regain it back.

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