Sorcerer
Base Class: Sorcerer

You are a creature of cold and ice, drawing magic from within yourself to to produce magnificent, beautiful and potentially harmful creations. Your lineage may possibly be from that of a creature of ice such as a Frost Giant, or perhaps a blessing from an elemental being of frigid air.  Or perhaps, it manifested within you due to an event that froze you to the core.  In either event, you command the environment around you to produce biting spells that freeze your opponents where they stand and reinforce your position against any harm that would come to you.

Ice-based sorcerers are typically strategic, guarded beings who tend to focus more on their defenses and controlling the outcome of situations they find themselves in.  For this they're often sought out for situations that require guarding something of value or possibly for situations that warrant a quiet solution.

Ice In Your Veins

The awakening of this icy power within you has altered you wholly, body and mind. At 1st level you have resistance to cold damage. Your skin becomes cool to the touch and you suffer none of the negative effects of cold conditions.

Consumed by the Cold

The icy magic flowing through your veins alters the spell effects you are able to produce, allowing you to manipulate your environment. You learn the Shape Water cantrip. This does not count against the number of sorcerer cantrips you know.

You are also no longer able to produce heat magically. Any spell you cast that would deal fire damage deals cold damage instead. If you damage a creature with a spell of 1st level or higher with cold and that creature fails a saving throw imposed by the spell by 5 or more, their speed is halved until the end of your next turn if the spell does not already do so. If the creature fails the save by 10 or more, that creature becomes engulfed by ice and is restrained until they take damage or at the start of your next turn at which point the ice melts away.

Cryomancy

At 6th level, as an action, you may cause ice to spring forth starting from your space or an adjacent space. You may spend any number of sorcery points when you use this action to increase the number of spaces you can build in, each sorcery point adding a number of affected spaces equal to your Charisma modifier (minimum 1). With a Charisma of 16 (modified of 3), expending one sorcery point allows you to now affect 4 total spaces; for two sorcery points, 7 total spaces; for three sorcery points, 10 total spaces, and so on.

Creatures within a space that ice emerges must succeed a Dexterity saving throw when the ice appears or be pushed onto the side of the sorcerer's choosing in the nearest available safe space.  On a success, the creature chooses which side, also arriving in the nearest available safe space.  If they are incapable of choosing, the DM makes this decision or determines it randomly. Unsecured objects automatically fail this save unless the DM determines they are otherwise unmovable, in which case they become engulfed in Ice along with all other secured objects.

The types of structures and level of detail you are able to create are entirely up to you.  You can create something as simple as a 5 x 5-foot block of ice in each space adding up to a barrier or you could create a gorgeous, 15-foot tall statue depicting yourself in all of your icy glory. Though, your DM may determine you need to make some sort of Charisma (Performance) check to create an extremely detailed depiction. A structure conjured with this action follows the same rules as other structures such as, if you were to make a pillar secured at one point and the ice in that space is reduced to 0 HP, the rest of the structure may fall and be destroyed with it. However, a 15 x 10 wall with one section removed from the bottom may still be able to stand. Refer to your DM for rulings on situations such as these.

Examples of structures you can create with a Charisma of 18 (modifier of 4):

  • A 10-foot long x 10-foot tall x 5-foot thick wall with one extra space to build in (1 sorcery point)
  • A 45-foot long x 5-foot thick pillar or staircase if connected to two points (2 sorcery points)
  • A  ring of ice 5 feet thick x 5 feet tall with a radius of 10 feet of you and one block adjacent of you connecting it (3 sorcery points)
  • A 5-foot hollow igloo for your small companion to sit in (0 sorcery points)

Every 5 feet of ice has an AC equal to your spell save DC, HP equal to 3 times your sorcerer level and loses 5 HP at the start of each of your turns. The ice lasts until dismissed as a bonus action or it has been reduced to 0 HP at which point the ice in that space shatters and melts away. The DM may determine that the climate may increase or decrease the rate at which your ice loses HP (warmer climates may cause them to lose double HP per round whereas colder climates they may last twice as long or not deteriorate at all).

Trail of Frost

By level 14, you've spent so much time slowing your opponents and manipulating ice that you've gained some ideas on how to improve your own mobility. As a bonus action, you can cause a 5 foot wide and up to two times your walking speed long straight line of thin ice to appear extending from you. This effect also thickens and freezes the surface of liquids allowing you to travel across them for a short time. Moving through a space effected by this ice allows you to glide across it costing you half the normal movement. Spaces within the trail also count as difficult terrain for creatures other than you who lack this feature. This ice melts away at the end of your next turn.

You can use this feature a number of times equal to your Charisma modifier. You regain all expended uses when you finish a long rest.

Aspect of Winter

At level 18, the mastery gained from the constant manipulation of your cold powers allows you to summon its pure form without the typical strain. You learn the Investiture of Ice spell if you don't already know it.  It does not count against your total number of Sorcerer spells known.

You can spend 6 sorcery points as an action to cast Investiture of Ice on yourself costing no spell slots or material components. The spell lasts the full duration unless dismissed as a bonus action and does not require concentration to maintain when cast in this manner.

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