Sorcerer
Base Class: Sorcerer

Your innate magic commands the element of ice, and stems from the blizzard contained within your soul. Perhaps you were touched by the essence of the para-elemental plane of ice as a child, or you descended from one of Auril's chosen. Perhaps you were granted a mote of power from the Goddess herself. Whatever the source, this power both dangerous and beautiful, has manifested within you.

Frost Sorcery Quirks
d6 Quirk
1 You are always cold to the touch
2 When you sleep frost forms around you
3 When you bleed the blood freezes after a round or two, even when badly injured
4 When you breathe, you can see your breath
5 You leave frost footprints behind, that dissipate in 2 rounds
6 You cannot cry, your body doesn’t produce tears

 

Frost Sorcery Origin Spells
Sorcerer Level Spells
1st armor of agathys
3rd chilling ray
5th frost breath
7th ice storm
9th cone of cold
11th wall of ice

Frozen Heart

Propelled by a heart of ice, the blood in your veins runs cold. At 1st level, you’re naturally adapted to cold climates, as described in chapter 5 of the Dungeon Master’s Guide. You can also speak, read, and write Primordial. (Knowing this language allows you to understand and be understood by those who speak its dialects: Aquan, Auran, Ignan, and Terran) .

In addition, when you learn any spell that deals damage, you can choose to learn a cold damage version of the spell instead.

Blood of Ice

The arcane magic you command is infused with elemental ice. As the magic flows through your body, you discover you can create layers of frost upon your skin. While you are not wearing armor or wielding a shield, your AC equals 8 + your Dexterity modifier + your Charisma modifier.

Additionally, at 1st level you gain minor control over the elemental magic that runs in your veins, and learn how to harness it to rapidly reduce the temperatures of things around you. You learn the Cryomancy cantrip . This cantrip doesn't count against your number of cantrips known.

Winter Guide

Beginning at 6th level, you can use a bonus action to turn areas of water to ice within a 40 foot cube centered on a point within 120 feet of you. You cannot freeze areas of water that would trap a creature in ice.

Additionally, you gain resistance to cold damage, and moving across areas of difficult terrain created by ice or snow no longer costs extra movement for you or allies within 30 feet of you.

 

Frost Mastery

Starting at 6th level, your mastery over ice develops and grows. You can now use an action and spend 2 sorcery points to manipulate ice in a number of ways.

Creation: You can create or manipulate ice within a 15-foot cube centered on a point you can see within 120 feet. This features area of effect increases by 5 feet when you reach 10th level (20-foot cube) , 14th level (25-foot cube) , and 18th level (30-foot cube) .

Wall: You can create a wall of ice in an area you can see within 90 feet. The wall must be shaped in a straight line, and is a maximum of 25 feet long and 15 feet tall. This features maximum length and height increases by 5 feet when you reach 10th level (30 feet by 20 feet) , 14th level (35 feet by 25 feet) , and 18th level (40 feet by 30 feet) .

Restrain: You can attempt to trap the lower half of a single creature that you can see within 60-feet in ice. The creature must make a Dexterity saving throw to avoid the attack. On a success, it evades the effect, being moved 5 feet in any direction, and a 5-foot cube of ice remains in the target's previous position. On a failure, it is restrained by the ice. The target remains restrained until the ice is destroyed (stats for the ice are listed below).

If the creature is of Large size, it gains advantage on the saving throw. Creatures of Huge or Gargantuan size automatically succeed on the saving throw. The size of the creature you can affect without disadvantage increases when you reach 10th level (Large) , 14th level (Huge) , and 18th level (Gargantuan) .

You can dismiss any part of your creations by use of a bonus action. You can additionally spend 2 more sorcery points to form your creation out of True Ice instead .

Absolute Zero

Starting at 14th level, spells you cast ignore resistance to cold damage, and you treat immunity to cold damage as resistance. Whenever you deal cold damage to a creature with a spell of 1st level or greater, you can reduce its speed by half on its next turn.
Additionally, you gain Otiluke's Freezing Sphere as an available spell to learn.

Glacial Soul

Beginning at 18th level, as an action, you can spend 5 sorcery points to exude a freezing aura to a distance of 20 feet. For 1 minute or until you lose your concentration (as if you were concentrating on a spell) , you have immunity to cold damage, and resistance to fire damage, surfaces within the aura become coated in frost, water freezes instantly, and you take on the appearance of a minor god or goddess of winter.

A hostile creature that starts its turn within the aura must succeed on a Dexterity saving throw or become restraineduntil the start of its next turn. A creature that has failed the saving throw must continue making saving throws at the start of it's turns if it remains within the aura. A creature that succeeds on this saving throw is immune to this effect for the next 24 hours. At the beginning of your turn, you can expand or reduce the range of the aura by 10 feet, to a maximum of 100 feet. 

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