Sorcerer
Base Class: Sorcerer

The bitter cold of winter grasps your heart, perhaps inherited from an ancestor from the Para-Elemental Plane of Ice or you might have had an encounter with a Bhuer Hag that left a lasting mark. In any case the powers of ice and chilled winds are yours to command. Others may look at you with fear but none doubt your magical ability and prowess. 

This legacy may make itself known in multiple ways both physical and emotional. Your skin might be unnaturally cold, the air around you carrying a bitter chill, your mind might be cool and calculating finding it hard to understand the rampant emotions of others.

 

Glacial Sorcery

1st-level Frost Magic feature

You learn additional spells when you reach certain levels in this class, as shown on the Glacial Sorcery Spell table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. 

 

Glacial Sorcery Spells

The levels shown represent the sorcerers level in this class 

Level 1: Ice Knife, Fog Cloud

Level 3: Hold Person, Spike Growth

Level 5: Sleet Storm, Wind Wall

Level 7: Conjure Minor Elementals, Ice Storm

Level 9: Cone of Cold, Hold Creature

 

Heart of Ice

You are resistant to cold damage and suffer no ill effects from cold weather or difficult terrain due to ice or snow.

To the Bone

6th-level Frost Magic Feature 

Your icy grip will not be denied, your spells ignore cold resistance and treat cold immunity as resistance.

Permafrost

6th-level Frost Magic Feature

The cold sets in, You add a damage bonus equal your charisma modifier to any spell you cast that deals cold damage.

Frozen Fortress

14th-Level  Frost Magic Feature

You have learned to create various constructs out of ice, once per long rest you can cast Tiny Hut and Wall of Ice without expending a spell slot. Your resistance to cold damage also progresses to full Immunity.

Wreath of Winter

18th-level Frost Magic Feature

For the next 10 minutes as an action you can create 30ft radius sphere of swirling arctic wind around you, any creature that enters or starts its turn within this radius other than you must make a constitution saving throw or take 8d6 cold damage on a failed saving throw or half on a successful one. The area acts as difficult terrain for everyone but you. Creatures also have disadvantage on saving throws against spells dealing cold damage. You can your wreath of winter prematurely as an action.

You can use this action once per long rest unless you spend 5 sorcery points to recast.

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