Base Class: Sorcerer
As heir to an arctic bloodline of frost giants or a family blessed by Auril, the Rime-Wind flows through you veins. Using frost magic awakens your glacial origins and beckons the power of the Rime-Wind to your side. Whip up a lethal blizzard and freeze your foes in their tracks.
Frigid Aura
When you choose this origin at 1st level, you learn to tap into your icy heritage. When casting a spell that deals cold damage, you may spend 1 sorcery point to gain one degree of Frigid Aura. Your Frigid Aura degrees may not exceed your proficiency bonus. Each degree of Frigid Aura stacks its effects with previous degrees unless a new degree indicates an increased effect (ex. creatures are slowed by 20' instead of 10'). All degrees of Frigid Aura are lost 10 minutes after invoking the frigid squall as the storm dissipates. You are immune to the negative effects of Frigid Aura.
Frigid Aura Degrees:
1st Degree - Frost armor coats your skin. Roll a number of d4 equal to your proficiency bonus. Gain temporary hitpoints equal to the result.
2nd Degree - You conjure a 15' radius frigid squall centered on yourself. Creatures within the squall are slowed by 10 feet.
3rd Degree - Your frigid squall increases to a 20' radius. Creatures that start their turn in the squall must make a Constitution saving throw or be blinded until the start of their next turn.
4th Degree - Creatures that end their turn in the frigid squall take 2d4 cold damage and become vulnerable to bludgeoning damage until the end of their next turn.
5th Degree - Your frigid squall increases to a 30' radius. Creatures within the squall are slowed by 20 feet. Whenever a melee attack misses a target affected by Frigid Aura: if the attack missed by less than 5, the target takes 1d4 cold damage.
6th Degree - Creatures within the frigid squall have disadvantage on saving throws.
Icy Resolve
Beginning at 6th level, you gain resistance to cold damage. When conjuring your Frigid Aura, you may choose any number of creatures you can see to be immune to the negative effects of Frigid Aura.
Flash Freeze
At 14th level, you may use an action and expend all degrees of your Frigid Aura. Choose any number of creatures within your frigid squall. Those creatures must make a Dexterity saving throw as spears of ice explode from the ground. A creature takes cold damage equal to 3d6 times the degrees of Frigid Aura expended (ex. 3 degrees expended = 9d6) and is restrained until the start of their next turn. On a successful save, it takes half as much damage and is not restrained.
All effects of your Frigid Aura immediately end.
Glacial Duplicate
At 18th level, you learn the spell Simulacrum. This spell counts as a sorcerer spell for you, but it doesn't count against the sorcerer spells you know. Your simulacrum may contribute degrees to your Frigid Aura.
Previous Versions
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