Sorcerer
Base Class: Sorcerer

Your innate magic comes from the power of elemental ice and snow. Many with this power can trace their magic back near-death experiences in the great frozen wastes, but perhaps you were born during a legendary blizzard or cold snap so powerful that your birth was infused with their essence, or your lineage might include the influence of potent elemental or fey creatures such as djinn or eladrin. Whatever the case, the magic of ice permeates your being.

Sorcerers specializing in frost, ice, and snow are invaluable as guides in cold weather climates and feared for their ability to freeze their enemies solid.

 

Frost Armor

Starting at 1st level, the magic that flows through your body and mind magically fortifies you against the cold and can crystalize on your clothes and skin to offer you increased protection.

You are unaffected by cold weather and climates. In addition, while you are not wearing armor, your AC equals 10 + your dexterity modifier + your charisma modifier.

Ice Floes

Starting at 1st level, when you cast a spell that deals cold damage and has a casting time of 1 action, you can change the casting time to one bonus action instead. You can use this ability a number of times equal to your proficiency score. This ability recharges following a long rest.

Frigid Winds

At 6th level, your magic begins to crystalize and freeze the air around you.

You gain resistance to cold damage. In addition, you gain a passive 10 ft. aura that freezes the air around you. You can active or deactivate the aura as a bonus action and choose if friendly, hostile, or all creatures are affected by it when the aura is activated. When a creature enters the aura's area for the first time on a turn or starts its turn their, it must make a constitution saving throw vs. your sorcerer spell DC. On failure, the creature is chilled until the end of its next turn. While affected in this way, the creature's speed is halved, it can't use reactions, and it gains disadvantage on dexterity saving throws.

Cryomancy

At 6th level, you gain the ability to subtly control cold weather around you and can freely shape and manipulate ice.

You learn the spells shape water and water walk. When you cast shape water, you may also freely manipulate ice as if it were water. Water walk does not require components nor does consumes a spell slot if cast at third level. Additionally, creatures affected by water walk now leave trails of ice behind them as they walk over liquid. Neither spell counts against your number of known sorcerer spells.

Additionally, you may cause or abate snowfall in a 30 ft. radius around you as an action and end the effect as a bonus action. If used on light snowfall, the effect happens immediately. On heavier snowfall or blizzard conditions, you reduce the strength of the weather by one stage and the effects gradually lighten over 10 minutes.

Permafrost

Starting at 14th level, your presence chills everything in your immediate vicinity. Your aura's range doubles to a 20 ft. radius. When a creature becomes affected by your aura or takes cold damage from one of your spells, they are vulnerable to the next instance of cold damage they receive. If you deal cold damage to a creature affected by your aura, it must succeed on a constitution saving throw vs. your sorcerer spell DC or freeze and become stunned until the end of their next turn.

Winter's Avatar

At 18th level, your affinity for ice magic completely shields you from cold and drains the stamina of your foes.

You gain immunity to cold damage. In addition, when a creature is affected by your aura or recovers from being stunned, paralyzed, or restrained by your magic, it gains a level of exhaustion.

Previous Versions

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3/1/2021 8:28:29 PM
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