Sorcerer
Base Class: Sorcerer

Energy can not be created nor destroyed, this is a law the governs everything in the physical realm. But you have been exposed to the one law the supersedes it, Entropy. Energy can not be created nor destroyed, yes, but it can be made unusable. Freezing that which stands in your way is not enough, you seek to remove and bind all energy in it's system, bring it to the one true absolute of the universe, absolute zero.

Entropy's Curse

While you have found a way to harness the raw power Entropy, it has come at a cost. You're very body is constantly sapping energy from the world around you. When any object comes in contact with your skin it must make a Constitution saving throw(DC 10 + sorcerer level). On a successful saving throw, the object is slowed and has disadvantage on the next weapon attack roll it makes before the end of its next turn. On a failed saving throw, the object gains a stack of Entropy.

Entropy's Curse

Entropy is a law, and not one you can choose to ignore when it benefits you. Whenever you touch an object with your skin it must make a Constitution saving throw. On a successful saving through the object is slowed and it has disadvantage on weapon attacks until it's next turn. On a failed saving throw, the objects gains one stack of Entropy. 

Entropy

Entropy is a debuff that can applied to any object multiple times and stacks. Objects affected by entropy can make a Constitution saving throw to remove a stack of Entropy DC = 10 + Sorcerer level

Debuff: Per Stack

  1. The object is slowed and has disadvantage on weapon attacks until all stacks of Entropy are removed.
  2. At the start of the objects turn it takes 1d8 cold damage for each stack of Entropy. 
  3. No new effect
  4. The objects mental faculties are hindered. They are under the effects of Confusion(4th level spell)
  5. No new effect
  6. The objects physical form stiffens. The object cannot make melee attacks, and all spells take two take an additional turn to cast. In addition the object has resistance to slashing and piercing damage.
  7. No new effect
  8. The object is now so cold that it starts to freeze on it's own. At the start of each of the objects turn, it must make a Constitution saving throw. On a failed throw, the object gains a stack of Entropy
  9. No new effect
  10. Large chunks start to rapidly appear around the object until in a flash, the object is encased in a thick layer of ice. The object is consider Frozen. It can not make any action that requires movement, and has resistance to all non magical damage.

 

Magical Entropy

You closeness to Entropy has allow you to sap the heat out of your magic without taking away the punch. With your DM's approval you can take any sorcerer spell that deals fire damage and convert it to cold damage. 

Hand of Entropy

You gain the Mage Hand cantrip. As an action you can touch an object with your Mage Hand and channel Entropy's Curse through it. You can continue choosing this action  each turn if the Mage Hand is still in contact with the object.

Entropic Armor

You're armor has acclimated to your frozen nature, becoming part of your powers. On your turn as an action, you can selectively channel Entropy's Curse through your armor to an object you physically contacting. In addition whenever a creature makes a melee attack against your, they are effected by Entropy's Curse.

Ultimate Entropy

You're spells have become so effected by entropy that they have started sapping energy from your enemies. When ever you make a successful hit with a spell that does cold damage, all creatures who took damage gain stacks of entropy equal to the spells level.