Sorcerer
Base Class: Sorcerer

Your magic is born from the merciless cold of primordial winters and the frozen expanse known as the Frostfell. Whether your bloodline traces back to the ancient Jötnar or to planar frost spirits that survived the world's earliest ice ages, your power manifests as brutal glacial magic.

Coldblooded Sorcerers do not merely cast frost spells, they bring the Ice Age with them. Their footsteps freeze the battlefield, their magic reshapes terrain into killing grounds, and their bodies endure the brutal cold that would destroy lesser beings. Unlike most sorcerers, Coldblooded wield both magic and steel, fighting like hunters of the frozen wilds.

Coldblooded Magic

1st-level Coldblooded Subclass feature

As a Coldblooded Sorcerer you have a spell list that you gain access to at the appropriate levels in the subclass, each of the spells in this list count as a Sorcerer spell that are immediately learned, do not count against your Sorcerer spells, and cannot be learned by any other Sorcerer other than Coldblooded Sorcerers:

Coldblooded Spells

Sorcerer Level Spells
1

Ice Harpooner

conjuration cantrip.
Casting Time: 1 bonus action
Range: Self
Components: S, (A simple weapon)
Duration: 1 minute
Description
You turn a simple weapon you are holding into a harpoon made of solid ice for 1 minute, this harpoon is a melee weapon that deals 1d4 magical piercing damage and 1d4 cold damage and has the light, thrown, and finesse properties. This weapon additionally adds your magical spell bonus to its attack and damage rolls. As part of casting this spell you can immediately make an attack with this harpoon, alternatively you can immediately begin concentration on this spell to hold the harpoon in a throwing position without attacking. At the start of your next turn if you retained concentration you immediately end concentration and throw the harpoon forward in one of the following manners:
  • You target a 5 ft. space in front of you and force a target within to make a Strength saving throw, taking 1d8 magical piercing damage and be impaled until the start of its turn. While impaled the target is considered restrained and grappled.
  • You throw the harpoon in a 15 ft. line, forcing targets in the path to make a Dexterity saving throw or take 1d8 magical piercing damage and have their movement speed reduced by 10 ft. until the end of their turn.
This spell's piercing damage increases by 1 die count when you reach 5th level (2d4) and (2d8), 11th level (3d4) and (3d8), 17th level (4d4) and (4d8).
7

Frostbutch

4th-level necromancy.
Casting Time: 1 action
Range: 10 ft.
Components: S, (A knife worth 10gp)
Duration: Instanteneous
Description
You target a creature with the restrained condition and make a melee spell attack roll after moving toward it in an uninterrupted line. This attack critically strikes on a roll of 19 or higher and on hit deals 2d10 magical piercing damage and the target must make a Strength saving throw or be torn into, taking an additional 2d10 magical slashing damage and 2d20 cold damage. Taking half as much damage on a success. If the target fails this saving throw you then produce a pile of Fresh Meat in an unoccupied space within 5 ft. of you that lasts for 24 hours. As a bonus action any creature can consume Fresh Meat if it is within 5 ft. The target must make a Constitution saving throw, on a failure being afflicted by a magical disease called Sharkgut that it cannot be immune to in any way. In either case the target gains a +1 to all its Ability Scores for 1 minute (this effect cannot be stacked).
Sharkgut. A creature afflicted by Sharkgut gains a tremendous urge for violence in short bursts. If it takes a hostile action against a target it must make a Wisdom saving throw equal to the initial spellcaster's DC. On three failures Sharkgut advances to the next stage. On the second stage of Sharkgut the afflicted gains access to a Bite attack that deals 1d6 piercing damage on hit. This attack counts as a natural weapon and any time they take a hostile action against a target they must additionally move up to 30 ft. toward the target and make this Bite attack. On hit Sharkgut then advances to the final stage. On final stage if the afflicted makes this Bite attack against a target it goes into a frenzy and must spend its action, bonus action, and reaction repeating this Bite attack on the first target it hit until it drops to 0 hit points and dies.

At Higher Levels. The critical strike threshold reduces by 1 and the damage of the saving throw increases by 1d10 magical slashing and 1d10 cold for every two levels above 4th. Additionally the Ability Score bonus increases by 1 for every two levels above 4th.
9

Brunt

5th-level abjuration.
Casting Time: Reaction
Range: Self
Components: V, S
Duration: Instanteneous
Description
When you are targeted by an attack or harmful effect you form a barrier of ice that pushes you back 15 ft. away. Leaving behind a 10 ft. wide, 20 ft. radius crescent wall that is 15 ft. high. This wall acts as full cover for the triggering effect and has 50 hit points with an armor class equal to your Sorcerer spell save DC. It remains for 8 hours or until destroyed, for the duration you can have the wall take 1d8 force damage once per turn to fire a javelin of ice toward a target within 30 ft. You make a ranged spell attack roll and on hit the target takes 1d8 piercing damage or 1d8 cold damage.

At Higher Levels. The hit points of this wall increases by 10 and all of the damage increases by 1d8 for every level above 5th. At 8th level any creature within 5 ft. of the initial casting of this spell must make a Strength saving throw or take 8d8 magical piercing damage and be impaled, while impaled this way the target is considered grappled and restrained and is instantly hit by any attacks made by the wall. The target can repeat this saving throw at the end of its turns to escape.
11

Snow Grave

6th-level evocation.
Casting Time: 1 action
Range: 40 ft.
Components: V, S, (A ring of thorns)
Duration: Instanteneous
Description
You call forth the purest energy of frost, containing it within you and channeling it into a destructive force. You conjure a pillar of ice, launching yourself into the air above a target within 40 ft. then with your hand outstretched downward you unleash unfiltered and brutal winter. Targets within a 40 ft. tall, 15 ft. radius cylinder must make a Constitution saving throw or take 10d6+40 cold damage. A creature reduced to 0 hit points by this spell is petrified in pure unmelting ice for 1 hour and unconscious indefinitely. The ice magically fades after the hour ends, and a successful Medicine check (DC equal to Sorcerer save DC) made every day over the course of 10 days can awaken a creature from this slumber. The pillar of ice created from this spell remains as a structure up to 40 ft. tall and 10 ft. wide on all sides, it has 20 hit points and an armor class equal to your Sorcerer spell save DC. Once per turn, any creature that touches a target petrified by this spell takes 5d6 cold damage.

At Higher Levels. This spell's damage increases by 3d6 for every level above 6th. At 9th level this spell deals maximum damage on all of its dice and petrified targets exude a 20 ft. radius sphere aura of cold, creatures that start within this aura take 1d6 cold damage and have their movement speed reduced by half. The unconsciousness of a creature that drops to 0 hit points by this spell now no longer can be undone by any means short of a Wish spell.  
13

Whalefog

7th-level nullification.
Casting Time: 1 action
Range: 120 ft.
Components: V
Duration: 1 minute
Description
You whistle as part of casting this spell, the echoing noise causing cold to fall upon the air. A thick heavily obscuring fog forming in a 60 ft. radius sphere centered around yourself as you begin concentration. You and creatures you designate can see through this fog as normal, while within any hostile targets have disadvantage on saving throws against being frightened. You can use your bonus action when you cast this spell and on subsequent turns to swipe your hand through the air, causing a 10 ft. radius cylinder to rip through the fog in any direction of your choosing, starting and ending within. Targets caught in the path must make a Dexterity saving throw or take 2d8 cold damage and 2d8 thunder damage. On a success taking half as much damage. A target that drops to 0 hit points to this damage must make a Charisma saving throw, on a failure being forgotten by any creatures aligned with it for the duration of this spell.

At Higher Levels. The damage of this spell increases by 1d8 thunder and 1d8 cold for every level above 7th. At 9th level any target of your choosing that drops to 0 hit points within the fog produced by this spell must make a Charisma saving throw or be erased from reality. This cannot be undone by any means short of a Wish spell.

Icefisher Veins

1st-Level Coldblooded Feature

Your brutal lineage changes the way in which you conduct magic. Not through natural talent or practiced understanding, but the sheer strength and brute desire for it. You may used Strength instead of Charisma as your spellcasting ability for your Sorcerer spells. You have proficiency in one martial weapon of choice and shields, additionally when you hit with a melee weapon attack you may change the base damage type to cold.

Cruel Cold

1st-Level Coldblooded Feature

Your body is adapted to extreme cold and harsh environments. Your hit point maximum increases by 1 per Sorcerer level and you feel half the effects of any cold source that you otherwise would be affected by. You can detect sources of survival within 1 mile of you by spending 1 Sorcery Point and entering a meditative state for 1 minute. After which you know the exact position of:

  • Sources of warmth.
  • Sources of food.
  • Sources of fresh water.
  • Sources of shelter.

After which for the next hour you visibly see scent trails that lead to each location.

Frosty Hell's Influence

6th-Level Coldblooded Feature

Your body grows stronger and tougher with the need to endure, you gain proficiency in heavy armor and any simple weapon you hold counts as a spell casting focus. Once per long rest, as a bonus action you can initiate a transformation that lasts for 1 minute or until incapacitated, gaining the following bonuses for the duration:

  • You add your Strength modifier to any Intelligence or Wisdom saving throws made to avoid being charmed, frightened, or incapacitated.
  • You gain 5 bonus movement speed for every 20 missing hit points you have.
  • When you deal cold damage you gain temporary hit points equal to half your Sorcerer level. (These temporary hit points stack with any gained from Hunt Die)
  • Cold damage you deal cannot be resisted, treating resistance as neutral. If a target does not initially have resistance to your cold damage then you treat any maximum damage rolls as doubled.

You can expend 5 Sorcery Points to begin this transformation again if you have no uses left. You have a resource called Hunt Die, representing the escalating pressure to hunt a creature. You have a number of Hunt Die equal to your Charisma Modifier (Minimum of 1). Your Hunt Die are represented by a d8 and any time you fell a significant creature or roll a natural 20 you restore 1 Hunt Die. You regain all Hunt Die on completing a short rest.

Once per turn you can expend Hunt Die to produce one of the following:

  • Last Wits. When you roll a check that pertains to a survival scenario (DM's discretion) or when hunting a creature and the check would fail, you may add your Hunt Die as a bonus to the roll to potentially succeed instead.
  • Cold Surge. Roll your Hunt Die and add it as temporary hit points until the start of your next turn. If you retain these temporary hit at the start of your turn then expend them and restore hit points for the amount.
  • Chasing Attack. When you make a weapon attack and miss, roll your Hunt Die and make an additional attack adding the roll to your attack and damage.

Wreath of Rime

14th-Level Coldblooded Feature
Your magic becomes deeply influence by the cold that runs in your veins, changing fundamentally. When you deal cold damage to a target within 10 ft. you apply a number of Frostburn stacks equal to half the cold damage done. Frostburn is a unique status that addition functions as a resource, when a creature starts its turn with hit points equal to its Frostburn stacks it immediately drops to 0 hit points.

You can consume Frostburn from a target within 10 ft. of you to produce the following effects:

Permafrost. You expend any number of Frostburn stacks as a bonus action to rapidly encase the target in a hardened shell of ice. This shell has hit points equal to the Frostburn expended and until it is destroyed the target is restrained and has half cover. If the amount of hit points the target has ever drops below the Permafrost hit points it becomes harmlessly petrified until it is freed.

Shivering. As a free action at any time you can expend 20 Frostburn to force the target to momentarily suffer a -2 penalty to the next saving throw or ability check it makes. This lasts only for 1 effect resolving after which it immediately dissipates.

Heat Drain. As an action you can expend any number of Frostburn to deal half the total Frostburn expended as cold damage. You gain temporary hit points equal to half the damage done until the start of your next turn. (These temporary hit points stack with any gained using Hunt Die)

Dead Cold

18th-Level Coldblooded Feature

Your connection to the cold element itself is so innate your body begins to shift the magic you produce with your strength itself. You select one martial weapon, you gain proficiency in that weapon and all weapons you have proficiency in can be used as a spellcasting focus. When you enter your transformation from Frosty Hell's Influence you now additionally make a weapon attack as part of casting a spell or taking the attack action. For the duration of this transformation using metamagic to transmute your damage to cold no longer costs sorcery points and if you reduce a target's hit points to 0 using cold damage it must make a Constitution saving throw against your Sorcerer spell save DC or be drained of heat and be left bereft of any body heat. You then restore sorcery points equal to your Charisma modifier.

Additionally, you learn a special metamagic option available only to Coldblooded Sorcerers:

Magic Muscle. When you cast a spell that has an attack roll you can expend 1 sorcery point to reduce the range of the spell to 5 ft. and it now counts as a melee spell attack. You add your Strength bonus to the damage roll of this spell.

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