Sorcerer
Base Class: Sorcerer

Your innate magic comes from the power of elemental cold and the void between the stars. Many with your power can trace their lineage back to the ancient race of Ice Giants, or a cabal of powerful mages able to summon the winter winds, or a union between a being of incorporeal ice and a mortal. Whatever the origin, your soul and body are as cold as a glacier. 

The innate strength of the cold arcana that infuses your body renders you resistant to most magic that would affect your body's temperature, but also alters your brain chemistry. Iceblood sorcerers are known to be calculating, logical, and not prone to emotional outbursts; and many boast an exceptional set of reflexes. 

Iceblood Arcana

1st-level Iceblood Arcanist feature

You learn additional spells when you reach certain levels in this class, as shown on the Iceblood Arcana 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.

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 must be a conjuration, evocation, or transmutation spell from the sorcerer, warlock, or wizard spell list.

Iceblood Arcana
Sorcerer Level Spells
1st Fog Cloud, Ice Knife
3rd Snilloc's Snowball Swarm, Hold Person
5th Sleet Storm, Protection From Energy
7th Ice Storm, Control Water
9th Cone of Cold, Control Winds

In addition, consult the Manifestations of Ice table and choose or randomly determine a way your bloodline manifests while you are casting any of your sorcerer spells.

Manifestations of Ice
d6 Manifestation
1 A spectral snowflake hovers behind your head like a halo.
2 Flecks of white blow across your eyes, though they don't affect your vision.
3 Your skin glows with a faint blue-white sheen and is slick to the touch.
4 Ice crystals rime your exposed hair, eyelashes, and fingertips.
5 Your spellcasting focus appears as layers of snowflakes slowly rotating behind each other.
6 The howling of winter winds can be heard by you and those affected by your magic.

Icy Flesh

1st-level Iceblood Arcanist feature

As the power of ice flows through your veins, your body adapts to accommodate its influence. At 1st level, you gain resistance to cold damage, and you can ignore difficult terrain in the form of snow and ice. At 10th level, you gain resistance to fire damage; and your AC increases to 10 + your Charisma modifier + your Dexterity modifier so long as you are wearing light armor or no armor.

Level 10 Additions

Fire resistance and AC increase.

Will of Ice

6th-level Iceblood Arcanist feature

The cold running through your veins gives you inhuman resistance to powers that would affect the minds of lesser creatures. You gain a bonus equal to your Charisma modifier on all saving throws to resist effects that would render you charmed, frightened, paralyzed, or stunned

Frozen Power

6th-level Iceblood Arcanist Feature

Starting at 6th level, when you expend any sorcery points while casting a damaging spell, you may choose one of the below effects:

  • Change the spell's damage type to cold
  • If casting a cantrip which deals cold damage, you may add your Charisma modifier (minimum 1) to the damage dealt
  • If casting a spell of level 1 or higher that deals cold damage, you may use your reaction to force all creatures affected by the spell to make a Constitution saving throw against your spell save DC. If they fail, they are knocked prone.

Frozen Retaliation

14th-level Iceblood Arcanist feature

Starting at 14th level, when a creature you can see hits you with a melee attack or melee spell attack, you can use your reaction to deal cold damage equal to 2d6+ your Charisma modifier to the attacker. This damage increases by 1d6 at 16th level, and again at 18th level. Your attacker must also make a Charisma saving throw against your sorcerer spell save DC. On a failed save, the attacker is stunned until the end of your next turn.

Essence of Cold

18th-level Iceblood Arcanist feature

At 18th level, you gain the following benefits: 

  • You are immune to cold damage.

  • Your body becomes frozen, your vital processes slowing considerably. You gain immunity to disease and poison, you cannot be paralyzed, petrified, or stunned, you age 1 year for every 10 years that pass, and you are immune to being aged by magical effects.

  • You can, at will, cause the ground in a 10-foot radius around you to become ice-encrusted difficult terrain for creatures other than you that you choose. The radius moves with you.

  • You can use your bonus action to create a 15-foot cone of freezing wind extending from your outstretched hand in a direction you choose. Each creature in the cone must make a Constitution saving throw. A creature takes 4d6 cold damage on a failed save, or half as much damage on a successful one. A creature that fails its save against this effect has its speed halved until the start of your next turn. You can use this ability a number of times equal to your Charisma modifier, and you must finish a long rest before you can use it again.

Iceblood Arcanist Image

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