Touched by supernatural frost or descended from cold-natured fey, these sorcerers control ice and snow. Typically, a Rimewoad sorcerer has a pale, icy-like pallor and breath that is abnormally cold for a member of its race.
As they are often mistake as winter witches or harbingers of death through their wintry presence, many Rimewoad sorcerers are reclusive, seeking the hinterlands away from society. Since cold weather has no effect on them, these sorcerers thrive in terrains widely considered inhospitable.
Rimewoad Sorcery Features
|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.
In addition, whenever you cast a spell which deals fire, lightning, or thunder damage, you can change its damage type to cold.
|1st||armor of Agathys|
|9th||cone of 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 Sorcery 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.
Your ability to withstand the cold increases as you gain levels in this class. When you reach 6th level, you gain resistance to cold damage. Starting at 18th level, you are immune to cold damage.
6th-level Rimewoad Sorcery feature
Your frosty nature chills to the bone. When you deal cold damage with a sorcerer spell, you ignore a target’s resistance to cold damage and you deal one extra die of damage whenever you deal cold damage with a spell of 1st level or higher.
6th-level Rimewoad Sorcery 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. Moreover, while you are within icy or snowy terrains, you leave no tracks.
14th-level Rimewoad Sorcery feature
As an action, you can fashion snow and ice, occupying a volume no greater than a 10-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 means, such as from the *ice storm* spell. Snow and ice spells you cast can also be refashioned, but the spell 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, 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 succeed on a Dexterity saving throw against your spell save DC or fall prone.
Your snow creations are permanent until destroyed.
After using this feature, you can’t use it again until you finish a short or long rest.
18th-level Rimewoad Sorcery feature
Frost and cold permeate every part of your body. You generate a chilling aura around you in a 15-foot radius that lightly obscures the area to every creature except you and your allies. After casting a sorcerer spell of 1st level or higher, the ground beneath this area becomes difficult terrain for any creature except you and your allies for 1 minute, even after you pass. You can suppress this aura as a bonus action until your restore it using another bonus action.
While the aura is active, you can take an action to flash freeze at any number of creatures and objects within its area. Unattended objects and any portion of a surface or structure within aura are frozen solid and coated in one inch of ice. A frozen nonmagical object takes four times the damage dealt to it and shatters if reduced to 0 hit points.
A creature must succeed on a Constitution saving throw against your spell save DC or be encased in ice for 1 minute or until freed. A creature encased in ice is incapacitated and restrained. It is freed if it takes any fire damage or if the ice is destroyed. If a creature encased in ice is reduced to 0 hit points, it shatters and dies.
The ice can be attacked, has AC 10, 50 hit points, and immunity to cold, poison, and psychic damage. A creature chooses whether it attacks the ice or the frozen target when it makes an attack.
After freezing targets this way, you can’t do so again until you finish a long rest.