Base Class: Sorcerer
Born with the blood of glacial spirits or touched by the elemental forces of the frozen realms, Frostborn Sorcerers command the raw power of ice and cold. These sorcerers emanate an aura of winter, their presence marked by a perpetual chill. As a Frostborn Sorcerer, you can manipulate icy energies to both defend and devastate. You gain the ability to resist the harshest colds, envelop yourself in protective glacial armor, and unleash freezing spells that can slow and disrupt your enemies.
Level 3: Frozen Adaptation
You gain resistance to cold damage. Additionally, you learn the Ray of Frost cantrip. It does not count against your number of cantrips known.
Level 6: Glacial Armor
You can use your sorcery points to form an icy armor around yourself. You can spend 2 sorcery points to gain temporary hit points equal to your sorcerer level + your Charisma modifier.
Level 14: Glacial Step
Your mastery of ice magic allows you to move effortlessly through snow and ice. You gain immunity to difficult terrain caused by ice or snow, and you can cast Misty Step without expending a spell slot. When you cast Misty Step this way, the space you leave behind is filled with icy frost, causing creatures within 5 feet to make a Dexterity saving throw against your spell save DC or take cold damage equal to 2d6. You can use this feature a number of times equal to your Charisma modifier (minimum of once) and regain all expended uses after a long rest.
Level 18: Absolute Zero
You can unleash a burst of freezing energy. As an action, you can spend 5 sorcery points to create a 20-foot radius sphere of cold centered on yourself. Each creature of your choice in the area must make a Constitution saving throw against your spell save DC. On a failed save, a creature takes 6d10 cold damage and is stunned until the end of your next turn. On a successful save, a creature takes half as much damage and is not stunned
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