Base Class: Sorcerer
Legends tell of an ancient queen whose cruelty was so great that the gods turned her heart into ice. Her power, terrible and beautiful, has manifested within you. Perhaps you came in contact with a magical relic from the deep north. Or, you could be the latest member of a great line of succession leading back to the queen herself.
Frigid Soul
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, and you can move across difficult terrain created by ice or snow without spending extra movement.
In addition, any spell you cast that deals damage, you can choose to deal cold damage instead (no action required). You also have resistance to cold damage.
Frozen Heart Quirks
|
1D6 |
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 Skin
The arcane magic you command is infused with elemental ice. You can speak, read, and write Primodial. (Knowing this language allows you to understand and be understood by those who speak its dialects: Aquan, Auran, Ignan, and Terran)
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 10 + your Dexterity modifier + your Charisma modifier.
Origin Spells
Your Frozen Heart grants access to specific frost based spells at levels 1, 3, 5, 7, 9, and 11.
| SORCERER LEVEL | SPELLS |
|---|---|
| 1st | armor of agathys |
| 3rd | snilloc's snowball swarm |
| 5th | pillars of winter |
| 7th | conjure minor elementals⁴ |
| 9th | cone of cold |
| 11th | wall of ice |
⁴You can only conjure ice-themed elementals.
Metamagics
At 6th level, you gain further control twisting spells to suit your needs. You gain two of the following Metamagic options of your choice.
You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.
Careful Spell
When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.
Distant Spell
When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell.
When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.
Empowered Spell
When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls.
You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.
Extended Spell
When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.
Heightened Spell
When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.
Quickened Spell
When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.
Subtle Spell
When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.
Twinned Spell
When you cast a spell that targets only one creature and doesn’t have a range of self, you can spend a number of sorcery points equal to the spell’s level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).
To be eligible, a spell must be incapable of targeting more than one creature at the spell’s current level. For example, magic missile and scorching ray aren’t eligible, but ray of frost and chromatic orb are.
Gathering Frost
Starting at 6th level, 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.
Flash Freeze
Beginning at 6th level, you can use your action and spend 2 sorcery points to create a simple object or structure made of ice, such as a stairway, a sword, or a solid block. It must reside within a 10 foot cube centered on a point within 120 feet of you. If you attempt to freeze a creature, it must make a Strength or Dexterity saving throw (target's choice) against your spell save DC. On a failure, it is encased within the ice. The target can repeat the saving throw at the end of each of its turns, escaping the ice on a success.
Alternatively, using a bonus action you can 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.
At 14th level, you can spend 2 additional sorcery points to form your creation out of True Ice instead.
- The Nature of Ice
- The ice that you create is abnormally cold and dense, but it isn't magical. At room temperature, it melts at a rate of 1 foot every 8 hours. The DM may rule that environmental factors increase or decrease this rate.
- Each 5 foot square section of ice has AC 10, 20 hit points, and vulnerability to fire damage. Reducing a frozen section to 0 hit points destroys it.
- Creations made of True Ice are magically durable. They do not melt, and their sections have AC 20 and 40 hit points.
Glacial Wreath
At 14th level, you gain Otiluke's Freezing Sphere as an available sorcerer spell to learn. Also, spells you cast ignore resistance to cold damage, and when you cast a spell that includes a cold damage roll, you gain temporary hit points equal to half your sorcerer level rounded down.
Additionally, you can use your action to encase yourself in a protective cocoon of ice for 1 minute or until you choose to end the effect. You become petrified and gain temporary hit points equal to twice your sorcerer level at the start of your turns and this turn which last until the effect ends. You maintain awareness of your surroundings.
Once you encase yourself in this way, you can't do so again until you finish a long rest.
Winter is Coming
Beginning at 18th level, you can extend your icy grip across the land. As an action, you can spend 5 sorcery points to exude a freezing aura to a distance of 20 feet. For 10 minutes 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 Constitution saving throw or take 2d8 cold damage and become restrained until the start of its next turn. 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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Posted Nov 4, 2021If I’m not mistaken usually PC stats/class builds are slightly unbalanced when used as an NPC/Monster, but with a little tweaking/your own judgment you could probably make it work! I currently play with an updated version of this build that I can’t really publish due to other attached homebrew content, but it’s pretty balanced and enjoyable as a PC so I can’t imagine it’s too far off for an NPC
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Posted Nov 3, 2021How balanced would you say this is for an NPC?