Base Class: Sorcerer
You have an infinity for the cold, not just any cold but frigid cold.
Expanded Spell List
1st-level Frozen Bloodline feature
You learn additional spells when you reach certain levels in this class, as shown on the Clockwork 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.
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 an abjuration or a transmutation spell from the sorcerer, warlock, or wizard spell list.
Frozen Bloodline Spells
| Sorcerer Level | Spells |
|---|---|
| 1st | frostbite, ray of frost |
| 3rd | ice knife, fog cloud |
| 5th | sleet storm, hypnotic pattern |
| 7th | ice storm, elemental bane |
| 9th | cone of cold, hold monster |
Freeze the Waters
At first level you learn the shape water cantrip, which counts as a sorcerer cantrip for you. Additionally you may freeze up to 10 cubic feet of water instead of the regular 5 cubic feet.
Frozen Body
Beginning from 1st level your body becomes partially frozen
As the ice cold Blood courses through your veins, your flesh partially freezes, giving you resistance to cold damage and an AC of 13+dex while you're not wearing armour. Additionally you can ignore rough terrain caused by snow or ice.
Frostbite
Beginning at 6th level You can use a sorcery point to change a spells damage type to cold
Additionally any time you use a spell that deals cold damage you can add your charisma modifier to the spells damage roll.
Glacial body
At 14th level your flesh becomes completely frozen, Granting you the following of abilities:
- Glacial flesh: Your aging slows down drastically thanks to the preserving effects of the frost that surrounds you. You age 5 times slower and can't be aged magically.
- Immune to cold: Cold no longer phases you, you become completely immune to cold damage.
- Shield of frost: When you get hit by a cold spell, roll 2d6 and add the result as temporary hit points
- Chilled to the bone: When you deal cold damage you can ignore resistance and treat cold immunity as cold resistance
Absolute zero
starting at 18th level you can tap into the full power of your frozen blood
As an action you can create a blast of freezing energy in a 30 foot radius around you. Any creature caught in the blast must make a constitution saving throw, on a successful save they take half damage, on a failed save a creature takes 8d10 cold damage and is stunned until the end of their next turn. You can do it again by spend 10 sorcery points.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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2/20/2024 11:22:19 PM
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Coming Soon
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