Sorcerer
Base Class: Sorcerer

You were born with magic naturally flowing through you which had strong ties to the elements of air and water, combining them into power of cold, ice and frost. Perhaps there was a magical blizzard during your conception or birth or perhaps your were born in a place where the Elemental Planes of Air and Water mixed together. Whatever the source of your magic you have the power to cast spells and manifest additional powers of wind, water and frost.

Cryomancy

Cryomancy the art of manipulating water droplets in the environment and freezing them to create ice. This power may have been gifted to you by an ice primordial, or perhaps it was gained through forbidden knowledge. Whatever the case, ice runs through your veins. You learn the Ray of Frost cantrip, this dosent count against the number of sorcerer cantrips you know.

Starting at 1st level, you learn additional spells when you reach certain levels in this class. 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 Agathyst / Frost Fingers

3rd Level: Pass Without Trace / Rime's Binding Ice

5th Level: Sleet Storm / Tidal Wave

7th Level: Control Water / Ice Storm

9th Level: Cone of Cold / Conjure Elemental

Artic Ancestry

As cold magic flows through your body, you discover you can create layers of frost upon your skin. Starting at 1st level, while you are not wearing armor your AC equals 13 + your Charisma modifier.

You can also speak, read, and write Primordial.

Frostbite

When you reach 6th level the cold magic you use begins to further hamper the body of those affected by it

When you deal cold damage to a creature with one of your sorcerer spells it suffers from frostbite until the start of your next turn.

A creature with frostbite has its speed reduced by 10ft. additionally whenever a creature starts its turn with frostbite they take a 1d8 of cold damage which increases to 1d10 starting level 11, and 1d12 at level 17.

Vessel of Ice and Cold

When you reach 6th level you gain the Metamagic Option: Transmutation, this doesn't count against the maximum number of metamagic options you gain, if you already have it gain another metamagic option of your choice.

Additionally your connection to the primal para-element of ice lets you gain further control of this particular metamagic, you can use this metamagic option to affect any spell regadless of its original damage type as long as the damage type its transmuted to is cold damage.

Snow Cloak

Beginning at 14th level, you can unleash the primordial magic within yourself. As a bonus action, a magical blizzard spreading 30 feet around you follows you spreading around corner, lasting for 10 minutes or until you fall unconscious, you can also use a bonus action to end this effect prematurely. you can gain the following benefits which last until the transformation ends:

- Allies within the aura are covered by a magical cloak of snow, blurring their form and making it harder to pinpoint their location. Each time a creature targets you or and ally that is within your Blizzard with an attack, the creature rolls a d20 to determine whether the attack hits or misses. they must roll an 8 or higher to hit with the attack.

-The area within your aura is considered difficult terrain, you can designate any number of creatures you can see to be unaffected by this effect.

Once you use this bonus action, you can't use it again until you finish a long rest, unless you spend 5 sorcery points to use it again.

Zero Kelvin

At level 18 your mastery over low temperatures has reach its peak. as an action you can flash freeze creatures of your choice within 60 feet of you, water within distance freezes, objects are covered in frost, creatures have to roll a con save against your spell dc, on a fail a creature takes 12d8 cold damage and is restrained as a layer of ice forms over them until the end of your next turn, on a save they take half damage and are not restrained.

Once you use this action, you can't use it again until you finish a long rest unless you spend 7 sorcery points

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