Base Class: Sorcerer
These sorcerers usually prefer never to leave the frozen wastelands they call home whether that be a mountains peak, a tundra, an icy steppe or even the cold depths of a sea you can be sure that if you incur their wrath by attacking their family or friends all you'll get are limbs turned pitch black from their cold magics and a slow death far from any warmth you might've known.
Ice Age
When you use metamagic as apart of the casting of a spell or cantrip choose one of the following benefits
Create a number of 3/4s cover ice walls that are 5ft tall within a 40 feet radius of you equal to the half the number of sorcery points used rounded up (climbing over these ice walls counts as difficult terrain or Reduce the speed of the target hit by the spell or cantrip by 10 ft (this increases to 15ft at 8th level)
Glacial Spells
When you reach a Sorcerer level specified in the Glacial Spells table, you thereafter always have the listed spells prepared.
Glacial Soul Spells
| Sorcerer Level | Spells |
|---|---|
|
3rd |
Absorb Elements, Wither and Bloom, Snilloc’s Snowball swarm, Fog cloud, Ray of Frost |
|
5th |
Sleet Storm, Protection from energy |
|
7th |
Ice Storm, Wall of Ice |
|
9th |
Cone of Cold, Control Winds |
|
|
Frost Calm
Gain resistance to Necrotic and Cold damage, whenever you start casting a spell of 1st level or higher that deals cold damage to enemies in a 15 ft radius of you have their speed reduced by 15ft
Shatterpoint
As a bonus action you summon a frozen tornado that takes up a 5ft cube area as apart of this action you can move it around up to 15 ft (this increases by 5 ft every 4 levels In sorcerer you take capping at 30ft) When it goes over an ice wall it shatters the all and enemies within 10 feet of it must make Dex DC of 8 + your proficiency + half your sorcerer level or take 3d6 piercing and 1d6 cold damage or half as much on a successful save.
Silence and squall
As an action you can expend a spell slot to unleash a burst of frost causing a small blizzard to form around you with the effects scaling if you use a higher level spell lot, At 1st level the damage is 2d8 cold damage and the radius is 10ft the damage increases by 1d8 for every slot above 1 and the radius increases by 5 ft. The save for the burst is a Con save against your spell save DC. While in the Area enemies have disadvantage on all save against spells that cause cold or necrotic damage, you create double the amount of ice walls.The effect lasts for a number of rounds equal to the spell slot used to create it Once used this ability cannot be used again until you finish a long rest or spend 7 sorcery points to get it back.
Frozen Heart
Become immune to cold and necrotic damage, your ice and snow that you creature can’t be melted now or dispelled while its within 30 ft of you, while moving around after activating frost calm, silence and squall or casting a Leveled spell or cantrip that that causes cold damage your movement speed is doubled for that turn and when you move after using this feature you leave a trail in your wake that become difficult terrain.
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