My Documents
Become a Patron!
# The Frozen Heart ## This Swirling Storm Inside *The snow glows white on the mountain tonight
Not a footprint to be seen
A kingdom of isolation
And it looks like I'm the queen* ## Subclass Features ### Freezing Magic *1st-level Frozen Heart feature*
You learn additional spells when you reach certain levels in this class, as shown on the Frozen 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 evocation or a transmutation spell from the druid, ranger, or sorcerer spell list. #### Frozen Spells | Sorcerer Level | Spells | |:----:|:----:| | 1st | *armor of Agathys*, *ice knife*, *ray of frost* | | 3rd | *Rime's binding ice*, *warding floe* | | 5th | *elemental weapon*, *hunger of Hadar* | | 7th | *elemental bane*, *ice storm* | | 9th | *cone of cold*, *hold monster* | ### Ice Crazy *1st-level Frozen Heart feature*
You have the ability to freeze the ground around you, creating deadly hazards for your foes. As an action, choose a 10 by 10 foot square of solid ground within 30 feet of you which you can see. The area becomes difficult terrain for 1 minute, or until you dismiss it (no action required). When a creature moves into or within the area, it must make a Dexterity saving throw. On a failure, it takes 1d6 bludgeoning damage and falls *prone*. A creature which takes the Dash action on its turn has disadvantage on this save. ### The Cold Never Bothered Me *1st-level Frozen Heart feature*
You are impervious to frost and rime. You have resistance to cold damage and can move across difficult terrain created by ice or snow without spending extra movement. You also have the ability to move across many liquid surfaces--such as water, mud, or snow--as if it were harmless solid ground. \columnbreak ### Create Life *6th-level Frozen Heart feature*
You gain the ability to call forth minions made of wintry materials to defend you against attackers. As a bonus action, you can spend 3 sorcery points to call either 1 **snow golem** or 3 *ice mephits* to your side. They appear in an unoccupied space of your choosing within 10 feet of you which you can see. Roll initiative for the creature or creatures. On their turn, they can only move to keep themselves between you and your enemies, and can only use their action to attack creatures within 5 feet of them. The creature or creatures you summon can also use their reaction to make opportunity attacks against any creature within their reach which moves towards you. The summoned creatures disappear if they are reduced to 0 hit points or after 10 minutes. ### Let It Go *14th-level Frozen Heart feature*
You make your home in an impressive ice palace. You gain the *magnificent mansion* spell and can cast it once without requiring material components or expending a spell slot. When you cast it in this way, all the interior walls and furniture within the mansion are made of ice and snow, but the temperature is still comfortable. Once you have cast the spell in this way, you cannot do so again until you have completed a long rest, unless you spend 7 sorcery points to do so. ### That's No Blizzard *18th-level Frozen Heart feature*
You are at one with the ice and snow. You have immunity to cold damage. You also gain the *control weather* spell and can cast it once without requiring material components or expending a spell slot. When you cast it in this way, the casting time is 1 action, and any changes you make to the weather conditions only take 1d4 minutes to take effect, rather than the 1d4 x 10 minutes normally required by the spell. Additionally, you can only increase the stage number on the Temperature table, making it colder. You cannot decrease the stage number, thereby making the temperature conditions warmer. Once you have cast the spell in this way, you cannot do so again until you have completed a long rest, unless you spend 8 sorcery points to do so.