Sorcerer : Frigid Soul
The elemental powers imbued you body and soul with the power of the frost. Your touch turns icy, your skin shifting from its once warm color to a bluish hue. You feel comfortable under the blizzard and the warmth of a campfire at the end of the day becomes expendable.Those who are born or become frigid souls have at their disposal the powers of the cold, being able to manipulate weather conditions, freeze the blood of their enemies or enclose them within a block of ice. How will you use your skills? Will they be a boon to the less fortunate, with the modification of biomes to give birth to life? Or will it be the terror of the weak, with merciless and evil winters?
As an Frigid Soul sorcerer, you decide how you acquired your powers. Were you born with them? Or did an event later in life leave you brimming with frozen strength? Consult the Frigid Origins table for a possible origin of your power.
|1||You have been exposed to the icy powers of the Heart of Winter. You heart was wrapped in ice, glowing like a flame under your chest.|
|2||A surge of wild magic altered your physical features. Your veins froze and your breath is now icy.|
|3||A family curse, cast by a winter hag, has affected your generation.|
|4||The winds of Encelus swept through your village, you were the only survivor, but the event changed you forever.|
|5||Through careful experimentation you have tried to master elemental forces beyond your imagination. The result was catastrophic, you became a being between two worlds.|
|6||A pact made many centuries ago with a Winter Fey altered your entire lineage. For a long time your ancestors walk the world as winter beings.|
Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Frigid Spells 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.
Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a conjuration or an evocation spell from the sorcerer, warlock, or wizard spell list.
|1st||Frost Fingers, Armor of Agathys, Ice Knife|
|3rd||Snilloc's Snowball Swarm, Rime's Binding Ice|
|5th||Elemental Weapon, Hunger of Hadar|
|7th||Elemental Bane, Ice Storm|
|9th||Cone of Cold, Summon Elemental|
Starting at level 1, you can reinforce your body with frost splinters. As a bonus action, you gain 1d6 temporary hit points as large slivers of ice cover your skin. The splinters last up to 10 minutes.
When a creature within 5 feet of you makes a successful attack and takes temporary hit points from the shards, the creature takes the same amount as cold damage.
Beginning at 6th level, when one of your spells deals 15 or more cold damage to a creature, you can try to encase it in a block of ice. As a reaction, you force the creature to make a Constitution saving throw against your Spell Save DC.
On a failure, you imprison the creature in a huge block of ice that melts at the end of your next turn. While the creature is trapped it gains 10 temporary life for each level you have in this class.
While trapped the creature gain vulnerability to fire damage, its speed is reduced to 0, and it is incapacitated. These effects, persist for 1 turn after the ice melts.
You can use this ability a number of times equal to your charisma modifier + your sorcerer level per long rest.
At 6th level, you gain resistance to frost damage and have advantage on saving throws against spells that inflict cold damage. You also are unhindered by frozen difficult terrain.
Winds Of Encelus
Beginning at 14th level, you can unleash the mighty Winds of Encelus against your opponents. As a bonus action, you can spend 1 sorcery point or more to magically amplify the power of your cold spells. In doing so, you can choose one of the following options:
- You roll an extra die of the spell that deals cold damage for each sorcery point spent.
- Your cold spell surpasses a creature's resistance to cold damage.
- You can add a bonus to your attack roll or lower a creature saving throw roll when using a spell that deals cold damage against a creature. The bonus or decrease is equal to the number of sorcery points spent. You can only use this trait before knowing if the spell succeded.
At 18th level, you can unleash your frozen fury to create a merciless avalanche that engulfs everything around you. As an action, you can choose a point within 80 feet of you to cause a flurry of cold to emerge. Each creature within 60 feet of the area must make a Strength saving throw against your Spell Save DC or be pushed 50 feet from the avalanche's epicenter.
Additionally, creatures must make a Constitution saving throw, against your Spell Save DC. On a failure, each creature takes 4d8 frost damage and is encased in a Wintering Entombing (see Wintering Entombing rule). On a hit, creatures take half cold damage and are not trapped.
Once you use this feature, you can't do so again until you finish a long rest, unless you spend 5 sorcery points to use it again.