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
Starting at 3rd level, and when you reach a Sorcerer level specified in the Ice Cursed Spells table, you thereafter always have the listed spells prepared.
| Sorcerer Level | Spells |
|---|---|
| 3 | Armor of Agathys, Frost Fingers, Snilloc's Snowball Swarm, Rime's Binding Ice, Ray of Frost |
| 5 | Sleet Storm, Slow |
| 7 | Ice Storm, Fire Shield* Chill Shield Only |
| 9 | Cone of Cold, Control Winds |
Curse of Rime
Starting at 3rd 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 Emanation.
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 Emanation of stinging cold in a 10 foot radius around you for one minute.
This emanation expands to 20 feet at 14th level. Whenever a creature other than you ends their turn in your emanation, 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.
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