Sorcerer
Base Class: Sorcerer

You have grown up to become close to the elements in harsh winter, come partially from an entity with close ties to ice, such as an ice elemental creature, or a white or silver dragon, or were raised in the elemental plane of ice. Your origin has permanently suffused your being with cold, and allows you to more readily manipulate the element.

Frost Attunement

At 1st level, you learn  the ray of frost cantrip, and you may add your Charisma modifier to damage rolls with it. 

 

Chill Aura

As the cold manifests within in your body, so does it within. Starting at 1st level, you may use your reaction to force a number of enemies equal to said modifier within 30 feet to make a strength saving throw. If the enemy fails its save, it takes  cold damage equal to your charisma modifier, and is unable to take reactions until the end of your next turn, as natural frost beneath causes them unable to react properly. You may use this ability as many times as your charisma modifier, regaining the ability to do so on a long rest.

Ice Barrier

Starting at 6th level you gain resistance to cold damage. Also, when you finish a long rest, part of the essence within you instinctively gets you ready to take on the day. Whenever you finish a long rest, you gain temporary hitpoints equal to your sorcerer level + your charisma modifier. Every time you cast a spell that does cold damage, you gain temporary hp equal to the spells level + your charisma modifier.

Cryostasis

At 14th level,  you gain immunity to cold damage.

You may also expend an action and 5 sorcery points in order to put you or a willing creature within touch range into a cryostasis for 1 round.

While in this stasis, the target is immune to all damage, and all effects that would cause them to take a Saving Throw. Once the target exits the cryostasis, they regain all hp, and are cleansed of all conditions and magical effects (including positive ones) This feature does not remove class features, nor does it regenerate organs or limbs.

Ice Master

You have mastered the art of manipulating ice and snow, and can even move terrain that is made up of it.

Starting at 18th level, you may spend Sorcery Points in order to manipulate a volume of Ice, equal to your Sorcery Points + Sorcerer Level.

You may manipulate the ice in the following ways

Sculpt: You may reshape the ice into any form you wish, such as a sculpture or furnishings.

Flip: You may choose to flip the volume of ice, when you do so, creatures on top must make a Dexterity Save equal to your Spell Save DC. If they fail, they are sprung 1d10+Your Charisma Modifer x 10 feet into the air.

Crush: You may turn the volume of ice into fine white powder, and destroy it, leaving little behind.

Hold: You may hold the piece of ice in the air, as if you were concentrating on a spell, and drop it, dealing 10d10 cold damage, and 10d10 + Volume of Ice Bludgeoning Damage to any targets in the area of the block or chunk, any targets in the area must make a Dexterity Saving Throw equal to your Spell Save DC, or be knocked prone and restrained, stuck under the crushing mass of the ice, until they succeed a Strength or Dexterity save.

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