Sorcerer
Base Class: Sorcerer

Frost Sorcery

Frigid Soul

Your affinity for ice attunes you to the naturally cold environments. At 1st level. you're naturally adapted to cold climates as described in the Dungeon Master's Guide, additionally you have resistance to cold damage and are not impeded by snow and icy difficult terrain.

You also learn to speak, read, and write Primordial (Knowing this language allows you to understand and be understood by those who speak its dialects: Aquan, Auran, Ignan, and Terran)

Glacial Rime

AC equals 13+Con

Gathering Frost

Starting at 6th level, your control over ice grows stronger. Whenever you cast a spell of 1st level or higher that deals cold damage, you can reduce the movement speed of the target creature equal to half the level of the spell x 5 (minimum of 5 ft). You can only do this is the creature is hit or fails the save from your spell.

Flash Freeze

Additionally at 6th level, you can use your action and spend 2 sorcery points to create to create a simple object or structure made of ice, such as a stairway, a sword, or a solid block. It muse reside within a 10 ft cube centered on a point within 120 ft of you. If you attempt to freeze a creature, it must make a Strength or Dexterity saving throw (Target's Choice) against your spell save DC. On a failure, it is encased within the ice. The Target can repeat the saving throw at the end of each of its turns, escaping the ice on a success. The target is considered under the restrained condition while encased in ice.

Alternatively you can use your action to turn areas of water to ice within a 40 ft cube centered on a point within 120 ft of you. You cannot freeze areas of water that would trap a creature in ice.

Frozen Chrysalis

At 14th level, in response to taking damage you encase yourself in a protective cocoon of frost. In this state you have an AC of 20 and you gain temporary hit points equal to twice your sorcerer level. You are incapacitated while in this form and become vulnerable to fire damage. This shell lasts til the end of your next turn. When you come out of the chrysalis you regain a number of hit points equal to 5d10+ your Charisma Modifier.

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

Wintertide

Beginning at 18th level, you can summon a greater fraction of the forces that command the cold. Extending your icy grip across the land. As an action, you can spend 5 Sorcery Points to exude a freezing aura to a distance of 20 ft.

For 1 hour or until you lose your concentration (As if you were concentrating on a spell). the inside of the aura is considered magical difficult terrain. Any creature hostile to you that starts its turn within the aura has their vision obscured, limited to 10 ft in front of them.

Additionally. creatures must succeed on a Constitution Saving Throw or become restrained until the start of their next turn. A creature that succeeds on this saving throw is immune to this effect for the next 24 hours.

You can designate any number of creatures to be immune to the effects of your aura.

While concentrating on this ability, you can spend 1 sorcery point to extend the area of effect of this feature by 10 ft. You can do this up to a maximum of 100 ft in diameter. Once you use this feature, you cannot do so again until you finish a long rest.

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