Base Class: Sorcerer
Frostweavers are sorcerers with natural control over frost magic. Even when being blasted with heat in a barren desert, a Frostweaver can conjure an aura of frost, which also enables them to augment their spells.
Frost Aura
As a bonus action on your turn, you can conjure winds of frigid air that surround you, granting you the following benefits for 1 minute:
- You gain a bonus to your AC equal to your Charisma modifier (minimum of +1).
- You ignore difficult terrain.
- You gain resistance to fire damage.
- When you cast a spell that deals a type of damage from the following list, you can change that damage type to cold: acid, fire, lightning, thunder.
It ends early if you are incapacitated, if you don armor or a shield. You can also dismiss the Frost Aura at any time you choose (no action required).
You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses of it when you finish a long rest.
Rime Blooded
Your attunement to cold magics and energy protects you from some of the adverse elements involved with the cold. You have Resistance to cold damage.
Additionally, you can tolerate temperatures as low as -50 degrees Fahrenheit without any additional Protection. If you wear heavy clothes, you can tolerate temperatures as low as -100 degrees Fahrenheit.
Once, you reach 3rd Level. you learn the flaming sphere This counts as one of your Sorcerer Spells Known
Cryo-Infusion
Starting at 6th level, when you hit with a ranged spell attack that deals cold damage, you may spend a number of sorcery points equal to the spell's level to choose an ally within 30ft of the target to gain a number of hit points equal to half of the damage roll of that spell + your charisma modifier. (1 sorcery point if the spell is a cantrip).
Additionally, when you roll a 1 or 2 on a damage die for a spell that deals cold damage and your Frost Aura is active, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2.
Iceborn Flight
At 14th level, you gain a flying speed equal to 20 feet. When your Frost Aura is active, your flying speed increases by 40 feet. You also learn the spells Freezing Sphere and wall of ice, which doesn't count against your number of sorcerer spells known.
Master Frostweaver
Beginning at 18th level, you are immune to Cold damage. When you cast a spell that deals Cold damage and affects other creatures that you can see, you can choose a number of creatures equal to the spell's level + your Charisma modifier. The chosen creatures automatically succeed on their Saving Throws against the spell, and they take no damage if they would normally take half damage on a successful save. In addition, when you roll damage for a spell that deals cold damage, you may spend a number of sorcery points to use the highest number possible for each die, equal to one sorcery point per die.