Base Class: Sorcerer
You have the blood of the frozen north running through your veins, empowering your magic with frost.
Cold Adaptability
At 1st level, you are adapted to cold climates. Moving through difficult terrain caused by ice or snow costs you no extra movement.
Frost Fire
At 1st level you learn the secret of frost fire. When you cast a spell that deals fire damage, you can have it deal cold damage instead.
Frost Motes
When you cast a spell of 1st level or higher, motes of frost float around you. You gain a number of motes equal to the level of the spell slot used up to a maximum of your Charisma modifier (minimum 1). You can use these motes for offence or defence channelling them into your frost magic feature. Any unspent motes disappear after a long rest.
Frost Magic
You can expend frost motes to generate one of the following effects.
- As a bonus action, you can expend charges to create one frost missile for each mote spent. Each missile hits a creature of your choice that you can see within range. A missile deals 1d4 + 1 cold damage to its target. The missiles all strike simultaneously, and you can direct them to hit one creature or several.
- As a reaction, when you are hit by an attack you can create a shield of frost by expending frost charges. You gain a bonus to your AC against that attack equal to 1 + the number of motes spent.
Heart of Frost
At 6th level, you gain resistance to cold damage. In addition, whenever you start casting a spell of 1st level or higher that deals cold damage, the frost magic flowing through you draws the heat from your local environment. This causes creatures of your choice within 10 feet of you to take cold damage equal to half your sorcerer level.
Aura of Cold
At 14th level, you can choose to be surrounded by an aura of cold. Creatures that start their turn or come within 10 feet of you have their speed reduced by 10 feet. As an action, you can expend 3 sorcery points to unleash a flurry of ice causing all creatures within your aura to have disadvantage on their weapon attack rolls until the start of your next turn.
Might of the Frozen North
At 18th level, you gain immunity to cold damage. In addition, your frost spells also freeze your enemies in their tracks. When a creature fails a saving throw against a spell of 1st level or higher that deals cold damage, they are paralysed until the start of your next turn.
Previous Versions
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12/3/2018 9:28:06 PM
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2/12/2019 2:33:17 AM
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2/12/2019 2:36:55 AM
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Posted Feb 12, 2019Better tracking of frost motes added and some wording tidied up.