Sorcerer
Base Class: Sorcerer

Eons ago, a clan of nomads in the northern mountains dared to overthrow the Ice King of the great frost giant domain. In their failure, the king cursed them to never feel warmth again. This curse passed on through their bloodline, and even today their descendants are cursed with this unnatural perpetual chill. Some of the offspring of these original unfortunate nomads have learned to take this curse and spin it into a positive blessing. The ever-cold nature of these people grants them a unique control over cold magic.

Ice Cursed Quirks
d6 Quirk
1 You are always shivering, and can always see your own breath.
2 Snow lightly falls around you constantly.
3 Your skin is ice cold to the touch, sometimes even cold enough to freeze water.
4 Your clothes are always covered in a layer of frost.
5 Windows fog over whenever you are close by.
6 Random extremities go numb and turn blue from time to time.

Ice Cursed Spells

1st-level Blood of The Ice Cursed feature

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

Ice Cursed Spells
Sorcerer Level Spells
1st armor of agathys, frost fingers, ray of frost
3rd snilloc's snowball swarm, rime's binding ice
5th sleet storm, slow
7th ice storm, fire shield* Chill Shield only.
9th cone of coldcontrol winds

Curse of Rime

Starting at 1st level, your ever-frigid cursed blood taints your magic with dark and icy power. Whenever you cast a spell of 1st level or higher, your curse awakens and is brought to the surface. You may have frigid cold air pour out from you in a 10 foot radius sphere.

Creatures in this area must make a Constitution saving throw against your spell casting DC or become Frostbitten for 1 minute. Creatures with Frostbite lose half of their movement at the start of their turn.

Creeping Cold

At 6th level, the cold of your cursed bloodline radiates from you, chilling the air to a frosted fog around you. As an action, you may spend 2 Sorcery Points to project an aura of stinging cold in a 10 foot radius sphere around you for one minute.

This aura expands to 20 feet at 14th level. Whenever a creature other than you ends their turn in your aura, they must make a Constitution saving throw against your spell casting DC or take 2d4+Proficiency bonus cold damage and become Frostbitten for one minute.

Eternal Cold

At 14th level, your icy cold blood spreads its cursed influence outward like an infectious disease, and none are safe from its influence. Whenever a creature would make a Constitution save against becoming Frostbitten, you may spend 3 Sorcery Points as a reaction to force them to roll that save with disadvantage.

Death Freeze

Starting at 18th level, you have managed to turn your curse into an all-powerful blessing, gaining a dangerous control over the cold powers you possess. The biting chill of your deathly cold powers sap away the strength and will of your victims.

As an action, you may send out a pulse of brutal cold in a 15 foot radius sphere centered on you. Creatures in the pulse must make a Constitution saving throw, taking 5d8 cold damage on a fail and half on a success. On a failure, creatures effected also become Frostbitten for 1 minute and gain one level of exhaustion. You may use this feature twice per long rest.

Previous Versions

Name Date Modified Views Adds Version Actions
3/21/2022 9:04:46 PM
8
0
--
Coming Soon
7/19/2022 6:51:58 PM
44
10
--
Coming Soon
5/1/2024 1:06:23 AM
200
50
--
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes