Sorcerer
Base Class: Sorcerer

As the bitter winds howl and frost creeps across the landscape, there are those who would the very essence of winter itself as their weapon. These sorcerers, known as Kaltes-herz, are born of ice and snow, their blood coursing with the chill of the Arctic wastes and their souls bound to the frozen depths.

Gifted with the ability to shape ice with but a thought, Kaltes-herz are formidable combatants, blending martial prowess with the arcane mastery of their icy heritage. They forge their own path through the world, leaving behind a trail of frost and frostbitten foes in their wake.

Bonus Proficiencies

1st level feature

You gain proficiency with Light Armor and Martial Weapons.

Additionally you can use your weapons as a magical focus.

Additional Spell List

1st level feature

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

1st level - Armor of Agathys, Ice Knife
3rd level - Rime's Binding Ice, Immovable Object
5th level - Slow, Spirit Shroud
7th level - Ice Storm, Fire Shield
9th level - Cone of Cold, Steel Wind Strike
11th level - Investiture of Ice
13th level - Sequester
15th level - Control Weather
17th level - Blizzard

Use the command !sb add "Spell Name" to add these spells to Avrae.

Frost Weaponization

1st level feature

Starting at 1st level, you gain the ability to conjure a mundane melee weapon made of brittle yet sharp ice using a bonus action, which lasts for a minute. The weapon appears in your hand and has the finesse property. All damage dealt by this weapon is cold damage. Upon successfully hitting a target with this weapon, it deals the regular weapon damage. Shards of ice remain lodged in the target's body for 1 minute, forcing the creature to make a Constitution saving throw against your spell save DC, causing cold damage equal to half your Sorcerer level (rounded down) times 1d4 on a failure at the start of each of their turns and half as much on a success, repeating the save every time. This effect persists until the shards are removed by the target using an action or until they take fire damage more than or equal to your spell save DC, at which point all remaining shards disappear.

It deals an additional base weapon damage die at 5th level, 11th level and 17th level. Also, it gains a bonus +1 to hit and damage rolls at 5th level, +2 at 11th level and +3 at 17th level. Additionally, you can create weapons with a maximum damage die of d6, increasing to d8 at 5th level, d10 at 11th level and d12 to 17th level.

Cold to the Core

6th level feature

Your emotions cannot be read by other creatures. Also you gain resistance to cold damage.

Additionally, you gain a pool of Frost Dice equal to your Charisma modifier, which are d6s. These dice grow when you reach certain levels in this subclass (d8 at level 11 and d10 at level 17). When you take damage, you can use your reaction to expend and roll one Frost Die. You reduce the damage taken by the amount rolled times your Charisma modifier (changing to half your Charisma score at level 18). You regain all spent Frost Dice on a long rest. Otherwise, when you have no Frost Dice left, you can use a bonus action to regain Frost Dice by spending Sorcery Points, 1 point for each die.

The Law is Cold, Cold is King

14th level feature

Starting at 14th level, when you hit a target with a weapon created by your Frost Weaponization feature, you can choose to thrust the weapon deeper into the target, unleashing a surge of icy energy. Once per round, when you hit a creature with your Frost Weapon, you can expend and roll a Frost Die. The target must make a Constitution saving throw against your spell save DC. On a failure, you deal additional cold damage equal to the number rolled on the Frost Die multiplied by your Charisma modifier, and half as much on a success. At 18th level, this additional damage is based on half your Charisma score instead.

Additionally, if the target fails the save, it enters a state called Snapfreeze for a number of rounds equal to your Constitution modifier. While in this state, their speed is halved and you gain advantage on your first melee attack using a Frost Weapon against them on each of your turns.

Everything Will Freeze

18th level feature

Your power over the cold has reached its peak. Pick one of the following options for your subclass capstone. You can switch capstones on a long rest.

Additionally, you can add your Charisma modifier to the attack and damage rolls of the weapons made by your Frost Weaponization feature, and your subclass features ignore resistance to cold damage.

Avalanche

You become the epitome of frostbitten destruction. You radiate a 10 ft. aura around you while you are not incapacitated. All hostile creatures within this aura must make a Constitution saving throw against your spell save DC. On a failure, for that round, they are blinded by Heavy Obscurement and have disadvantage against your spells that require saving throws. Additionally on a failure, they take cold damage equal to your Charisma Score + your Sorcerer Level at the start of their turn, and half as much on a success.

Glacier

You become the epitome of cold grace. You are always under the effects of sleet storm, centred on yourself, unless incapacitated. Yourself and allies are immune to its effects and instead heal hit points equal to 1d10 + half your Sorcerer level at the beginning of your turn.

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