Winter Touched (5e Subclass)
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Your innate magic commands the element of ice, and stems from the blizzard contained within your soul. Perhaps you were touched by the essence of the para-elemental plane of ice as a child, or you descended from one of Auril's chosen. Perhaps you were granted a mote of power from the Goddess herself. Whatever the source, this power both dangerous and beautiful, has manifested within you.
- Winter Spells
Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Winter 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 an enchantment or an evocation spell from the sorcerer or warlock spell list.
|1st||armor of agathys, ice knife, ray of frost|
|3rd||rime's binding ice, spike growth|
|5th||frostball, sleet storm|
|7th||conjure minor elementals, control water|
|9th||cone of cold, conjure elemental|
- Frozen Heart
Propelled by a heart of ice, the blood in your veins runs cold. You can speak, read, and write Primordial.
At 1st level you gain minor control over the frost magic within you. As an action, you can magically freeze (or unfreeze) a freezable object/substance you can touch with your hand. The substance you freeze must fit within a 5-foot cube. You can also extinguish small fires within 15 feet of you, assuming the area of fire also fits within a 5-foot cube.
In addition, any spell you cast that deals damage, you can choose to deal cold damage instead (no action required).
- Winter Guide
Beginning at 6th level, moving across areas of difficult terrain created by ice or snow no longer costs extra movement, and spells you cast ignore resistance to cold damage.
- Frost Mastery
Beginning at 6th level, when you cast any spell of 1st level or higher from your Winter Spells feature, you can cast it by expending a spell slot as normal or by spending a number of sorcery points equal to the spell's level. If you cast the spell using sorcery points, it requires no verbal or somatic components, and it requires no material components, unless they are consumed by the spell.
- Absolute Zero
At 14th level, you gain Otiluke's Freezing Sphere as an available spell to learn.
In addition, 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.
- Frozen Soul
At 18th level, you gain immunity to cold damage. In addition, any spell or effect you create ignores resistance to cold damage and treats immunity to cold damage as resistance to cold damage.
Also, as an action, you can spend 5 sorcery points to exude a freezing aura to a distance of 20 feet. For 1 minute 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 has failed the saving throw must continue making saving throws at the start of it's turns if it remains within the aura. 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.