Base Class: Sorcerer
This class is for people who really want more things to do with ice. From changing all your spells to cold damage, to becoming frozen your self. It has it all.
Frozen Body
At 1st level you gain resistance to cold damage, also from your frozen nature you gain a quirk.
Frozen body quirks (d6)
- 1) The air surrounding you becomes cold and rigid, causing you to subconsciously put out all small fires and freeze glasses of liquid
- 2) You become ice cold to the touch.
- 3) You are unable to eat hot food as your insides have become to cold to handle it.
- 4) The tips of your fingers and nose are blackened to look frostbitten, a side effect of your powers.
- 5) While you sleep, a layer of frost encases you.
- 6) While you travel, the ground under you becomes frosty (Cant be tracked as the frost melts as you travel)
Frozen Magic
At 1st level, all damaging spells that deal cold damage now slow for 5 feet of movement if it did not already have a slowing effect.
At 2nd level, you gain the ability to spend a sorcery point and make any damaging spell that does not already deal cold damage, deal cold damage.
At 6th level, you gain the option to chose a number of known damaging spells, up to equal to your level, which freezes them and makes them deal cold damage. The spells chosen can be changed after any long rest.
Frosty Discharge
At 6th level, as a bonus action you can freeze the ground around you in a 15 foot diameter circle. This causes to ground to become frozen and slippery, and for every ten feet a creature travels across it, they must make a dex saving throw (Spell Save DC) or they start to slip and their movement is slowed by 10 feet as they have to regain their balance. This can be used only once per turn. This feature lasts for the amount of turns equal to the users Cha modifier, and has a limited amount of uses equal to your proficiency bonus. This feature doesn't affect you as you are one with the ice.
Also when you use this feature, you can choose up to two creature who must make a Str check (Spell Save DC). If they fail the check their feet become frozen over and their movement becomes 0 until they break out of the ice. The creatures are able to break out using two methods:
- They pass a Str check (same DC) that occurs after every one of their turns.
- They spend an action to break their feet out.
Icicle Support
At 14th level, you may spend 6 sorcery points to create a magic icicle that follows you around. The effects of this icicle are as follows:
- Whenever you cast a spell that does damage, the icicle casts the same spell but does not use a spell slot
- The spell that the icicle casts counts as its own attack that requires a roll to hit
- The icicle can cast the spell at the same target or a separate one
- The spell that the icicle casts deals half of the damage rolled for the original spell
- The spell cast by the icicle always deals cold damage, even if your Frozen Magic feature is not activated
This feature lasts for only one hour and you can not create more than one icicle at a time.
The Frozen Summer
At 18th level, you may spend and action to gain the following effects:
- You gain a flight speed equal to your walking speed as the moisture in the air freezes to become wings that attach to your back.
- All spells that have a slowing effect now slow for half of a creatures movement.
- If you activate your Icicle support feature while this is active you gain an extra icicle that has the same effects.
- You gain a +2 to damage on spells that deal cold damage, as your ice become so cold it burns.
- You become immune to cold damage, resistant to piercing, slashing, and bludgeoning damage, and vulnerable to fire damage as your body freezes over.
This effect lasts for one minute, and can only be used once per day as it takes a lot of energy to connect with the ice to this extent.
Previous Versions
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11/13/2020 3:57:08 AM
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