Also available at GM Binder.
Touched by supernatural frost or descended from cold-natured fey, rimewoad sorcerers control ice and snow. Typically, these sorcerers have pale, icy-like pallors and breaths that are abnormally cold for members of their race.
|1st||Frost-Touched Magic, Ice Cold|
|6th||Blizzard’s Chill, Snowsteps|
1st-level Rimewoad feature
You learn additional spells when you reach certain levels in this class, as shown on the Frost-Touched Spells table. Each of these spells count as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. Each spell is in the Player’s Handbook, unless it has an asterisk, in which case it is in Xanathar’s Guide to Everything.
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 evocation or a transmutation spell from the sorcerer, warlock, or wizard spell list.
|1st||fog cloud, frostbite*, ice knife*|
|3rd||blur, gust of wind|
|5th||sleet storm, water walk|
|7th||control water, ice storm|
|9th||animate objects, cone of cold|
Starting at 3rd level, whenever you cast a spell which deals acid, fire, force, lightning, or thunder damage and infuse it with your Metamagic feature, you can change that damage type to cold. A spell which ignites flammable objects loses this function when you change its damage type to cold.
If you don’t have access to Xanathar’s Guide to Everything, substitute ray of frost and chromatic orb for those spells.
1st-level Rimewoad feature
You are naturally cold-natured and are unaffected by extremes in temperature, but still take cold or fire damage normally. When you succeed on a Constitution saving throw to reduce cold damage, you instead take no damage.
6th-level Rimewoad feature
Your frosty nature chills to the bone. You gain resistance to cold damage.
When you deal cold damage with a sorcerer spell, you can add your Charisma bonus to the damage you deal to one of the targets.
In addition, whenever you deal cold damage with a sorcerer spell infused with your Metamagic feature, you ignore a target’s resistance to cold damage.
6th-level Rimewoad feature
You can move across slippery or icy surfaces without needing to make an ability check, and difficult terrain composed of ice or snow doesn’t cost you extra movement. In addition, while you are within icy or snowy terrains, you leave no tracks.
14th-level Rimewoad feature
As an action, you can fashion snow and ice, occupying a volume no greater than a 20-foot cube, into an object or a number of objects with the same mass. You can refashion natural snow and ice or the remnants of snow and ice created by magical or psionic means, such as from the ice storm spell. Snow and ice spells you cast can also be refashioned, but their effects end when you do so.
You can use this feature to create bridges, stairs, and structures as well as objects like statues or weapons. An object you create can be as exquisite as you want, but it must be a simple object. For instance, you can create an immaculate statue or a wall of ice etched with intricate symbols, but you can’t make a functional ice clock.
Your snow and ice creations have the same statistics as their normal counterparts, with the addition of immunity to cold damage and vulnerability to fire damage. You decide whether surfaces you create as part of an object you create are slippery or difficult terrain or both. When a creature crosses a slippery surface for the first time on a turn or starts its turn there, it must make a Dexterity saving throw against your spell save DC. On a failed save, it falls prone.
Your snow creations are permanent until destroyed.
You can use this feature a number of times equal to your Charisma modifier (minimum of once). You regain all expended uses when you finish a long rest.
18th-level Rimewoad feature
Frost and cold permeate every part of your body. You gain immunity to cold damage.
In addition, with a simple tap of the foot, you can summon the chill of winter using a bonus action. Hoarfrost covers all surfaces within 60 feet of you, creating slippery and difficult terrain on each space. Water within the area is also frozen up to 10 feet deep. The frost remains for 1 hour. Each creature you choose which ends its turn within the frost takes damage equal to your Charisma modifier (minimum of 0) unless it succeeds on a Constitution saving throw against your spell save DC.
After summoning this frost, you can use your action to do one of the following:
- Grant up to 10 creatures you choose the ability to cross your hoarfrost without needing to make an ability check or needing to spend extra movement to cross it.
- Create a snow squall that is a 10-foot radius cylinder that is 20 feet tall in a space within your hoarfrost for 1 minute or until you dismiss it with a bonus action. You can also take a bonus action to relocate a squall anywhere within your hoarfrost. The area within the squall is heavily obscured.
- Freeze each unattended nonmagical object you choose within a 10-foot cube or a 10-foot section of a wall or structure provided the object is within your Hoarfrost feature’s range. An object is frozen solid until your Hoarfrost feature ends. A frozen object takes four times the damage dealt to it and shatters if reduced to 0 hit points.
- Spend 3 sorcery points to exhale a frigid blast of vapor at a creature within 20 feet of you. A creature must make a Constitution saving throw against your spell save DC. On a failed save, the creature takes 6d6 + your Charisma modifier cold damage and is paralyzed for a number of rounds equal to your Charisma modifier (minimum of 1 round). On a successful save, the creature takes only half the damage. If a creature paralyzed by this effect is reduced to 0 hit points, it shatters and dies. At the end of each of its turns, the creature makes a new Constitution saving throw, ending the paralyzed condition on a success.
Once you use this feature, you can’t use it again until you finish a long rest.