Sorcerer
Base Class: Sorcerer

The primal and unforgiving magic of the frozen wastes sometimes finds its way into the soul of a creature who has the ability to withstand its harsh ways. The freezing power of ice manifests first in a cold chill that seems to follow the sorcerer, then to small patches of water freezing over even in the scorching heat of summer. By learning to channel this magical power, these sorcerers are sought after by lords and other powerful leaders for their ability to wage war and manipulate temperature in their favor.

Frost Heart

The power of ice and frost flows through your body, leaving you capable of withstanding the most frigid environments. At 1st level you gain resistance to cold damage.

Frost Magic

Starting at 1st level, the innate magic of ice and snow naturally follows your command. You know ray of frost, false life, and fog cloud. These spells count as sorcerer spells for you, but do not count against your number of sorcerer spells known.

 

Cold Snap

At 6th level you have learned to freeze areas around the effects of your spells. After casting a spell that targets at least one creature, you can spend 1 sorcery point to cause an explosion of ice around the target of the spell. The target and all creatures within 5 feet of it must make a Constitution saving throw. On a failure, a creature has its speed reduced to 0 until the end of its next turn and takes cold damage equal to half of your sorcerer level. You may choose a number of creatures equal to your Charisma modifier to automatically succeed on the saving throw.

Icy Prison

Starting at 14th level, when you take damage you can use your reaction to encase your body in a block of ice for 1 minute. While encased in ice, you are immune to all damage except psychic damage, your speed is reduced to 0, and you are incapacitated.

At the start of your turn you can choose to end this effect early. Once you use this feature, you can’t use it again until you finish a long rest.

Freezing Winds

At 18th level, the power of frost has suffused itself to your very core. You gain immunity to cold damage.

Additionally, as an action, you can spend 5 sorcery points to summon a blizzard that swirls in a 30 foot radius sphere centered on you for 1 minute, or until you lose concentration. The area is heavily obscured while the blizzard is active. Creatures that enter the area for the first time on a turn, or start their turn there, have their speed reduced by half and must make a Constitution saving throw. On a failure a creature takes 2d6 cold damage. You, and your choice of a number of creatures up to your Charisma modifier, ignore the effects of the blizzard.

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