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.

Cold Magic

The power manifests magic in the form of water, wind or frost. Choose a cantrip that is either Frostbite, Gust, Ray of Frost or Shape Water. You learn the cantrip which does not count against your maximum number of cantrips.

In addition choose a 1st level spell from the following: Create or Destroy Water, Fog Cloud or Ice Knife. You learn the spell which does not count against your maximum of known spells and treat it as a Sorcerer spell even if it is not normally on the Sorcerer spell list. You can cast this spell normally with a spell slot and you can also cast this spell using a sorcery point instead of a spell slot.

For all of your spells you can ignore any material component that is water (except holy water) or ice and does not have a cost.

Cold Protection

The magic of cold and frost within you helps protect you from harm and external sources of cold. You have cold resistance. In addition you learn the spell Mage Armor which does not count against your maximum of known spells and you may cast it once upon yourself without needing to use a spell slot. You regain the ability to cast the spell in this way after completing a long rest. When this Mage Armor is used upon yourself it manifests as a barrier of frost on your skin.

Cold Power

When you reach 6th level the cold magic within you becomes more powerful dealing more damage and allowing your cold magic to bypass resistance. Any cold damage you deal to a target ignores cold resistance. Also once per turn when you deal cold damage to a target you may deal additional cold damage equal to your Charisma modifier.

Cold Surge

On reaching 14th level you gain the ability to overcharge a spell to unleash devastating cold magic. For a cost of 10 sorcery points you can cast any spell you know that is an action to cast and deals fire, cold, force, acid, thunder, lightning or poison damage at 5th level without needing a spell slot. The damage type for all damage dealt is changed to cold damage. If the spell involves rolling for damage you instead consider all die as having rolled their maximum value. Once this feature has been used it cannot be used again until you complete a long rest.

Avatar of Cold

Starting at 18th level you can unleash your cold magic and use your action to transform into an avatar of cold. When you do your body becomes encased in thin ice along the skin, cold and frost emanates around you and your powers increase. This transformation lasts for 1 minute and during this time you have the following benefits:

  • You have an aura of cold that extends 15 feet from you causing any water to freeze and any surface to become difficult terrain. Any creature that enters the aura for the first time on a turn or starts its turn there takes cold damage equal to your Charisma modifier.
  • You may cast any cantrip that deals cold damage as a bonus action and this does not prevent you from casting any spell of any level with your action.
  • When you transform and as a bonus action on subsequent turns while the transformation lasts you can give yourself temporary hit points equal to your level plus your Charisma modifer. (Note: due to limitations in builder cannot implement this automatically, please adjust your temporary HP manually.)
  • You gain immunity to cold damage and resistance to fire damage.

The transformation ends after 1 minute, if you fall unconscious or if you die. Once this feature has been used it cannot be used again until you complete a long rest.

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