The Griffon's Saddlebag
Caption
Summon Storms and Sheets of Slick Ice to Control the Battlefield
Your magic is created by pieces of the Everheart, the center and driving force behind the expanding Everglacier wastelands. This power within you might be passed down through ancestors who protected the glacier’s magical core, or it might have been forced upon you through a chance encounter with the enchanted ice itself. Regardless of the source of your power, you are a creature of cold incarnate.
Level 3: Create Ice
While touching a solid surface (such as the ground or a wall), you can take a Bonus Action to magically create icy terrain on up to five 5-foot squares, starting with the surface you’re touching. Each square covers a solid surface and must be contiguous with at least one other square. The ice-covered squares are Difficult Terrain and last until the end of your next turn.
You can spend 1 or more Sorcery Points you take this Bonus Action to freeze an additional five contiguous squares for each Sorcery Point spent.
Level 3: Frost Spells
When you reach a Sorcerer level specified in the Frost Spells table, you thereafter always have the listed spells prepared.
Frost Spells
| Sorcerer Level | Spells |
|---|---|
| 3 | Blindness/Deafness, Ice Knife, Misty Step, Sleep |
| 5 | Sleet Storm, Slow |
| 7 | Fire Shield, Ice Storm |
| 9 | Cone of Cold, Conjure Elemental (Cold damage only) |
Level 3: Frozen Body
Your skin takes on a faintly ice-like, crystalline glow. Your Hit Point maximum increases by 3, and it increases by 1 whenever you gain another Sorcerer level.
In addition, Difficult Terrain composed of ice or snow doesn’t cost you extra movement, and when you walk on ice, you only spend 1 foot of movement for every 2 feet you move.
Level 6: Cold-Hearted
Your icy core manifests outwardly, granting you the following benefits.
Cryomancy. When you deal Cold damage to a Large or smaller creature with a spell, you can spend 1 or more Sorcery Points to attempt to freeze that creature in place. When you do, that creature’s Speed is reduced by 15 feet for each Sorcery Point you spend; this reduction lasts until the end of the creature’s next turn. If you reduce a creature’s Speed to 0 in this way, it takes 2d6 Cold damage.
Freeze Water. You can now use your Create Ice feature to turn water into icy terrain, in addition to solid surfaces. When you do, the ice extends 5 feet deep, freezing up to a 5-foot Cube. These Cubes can support Large or smaller creatures; if a Huge or larger creature moves onto one of these Cubes, it reverts to its water form early.
Resistance. You have Resistance to Cold damage.
Level 14: Flash Freeze
You’re most confident on the ice. Your movement doesn’t provoke Opportunity Attacks while you’re moving on icy terrain.
In addition, when a creature you can see within 5 feet of yourself hits you with an attack roll, you can take a Reaction to deal Cold damage to the attacker equal to your Charisma modifier plus half your Sorcerer level (round down). When you do, you can use your Create Ice feature as part of that Reaction.
Level 18: Frozen Soul
You have Immunity to Cold damage and Resistance to Fire damage.
In addition, you always have the Wall of Ice spell prepared, and you can cast it without a Material component. You can also cast it once without a spell slot; if you choose for its form to be flat when cast in this way, the panels of ice don’t need to be contiguous with one another. Once you use this feature to cast the spell without a spell slot, you can’t do so again until you finish a Long Rest.
