Frost Sorcery

Your innate magic comes from the convergence of Elemental Water and Elemental Air; a thin, frozen strip, located on the Inner Planes, known as the Frostfell. Perhaps you discovered your magic after nearly perishing in a blizzard that ravaged your home, or maybe you came into contact with a powerful artifact from the Plane of Ice, linking you to the Frostfell and it's magic. You may come from a bloodline with traces of influential elemental beings that reside within the Frostfell. However you came about your powers, the fact still remains that the precise, yet destructive magic of ice pierces you to the very core.

Frost Sorcerers often reside at the base of towering mountains, and act as guides and protectors for merchants and pilgrims attempting to cross the perilous terrain. Their ability to control the ice that plagues mountain passages makes them ideal for protecting both goods and the people transporting them.

Cold Blooded

The frozen magic that resides within you grants you additional benefits. At 1st level you gain resistance to Cold damage, and learn the Ray of Frost cantrip, which does not count against your number of cantrips known.

Additionally, when you see a creature make an attack roll you can use your reaction to form a thin layer of ice around the target. This layer of ice grants one target of the attack roll a +2AC until the end of the turn, increasing to +3 at 6th level, and +4 at 18th level. The ability must be used after the roll is made, but before the result is determined. You may use this ability a number of times equal to your Charisma modifier (Minimum 1). You regain all uses of this ability after a long rest.

Blanket of Frost

At 6th level your natural affinity to ice grants you a reservoir of magical frost that you can use to coat terrain or objects in slick ice. As an action, you may expend 5 or more square feet of ice from the reservoir up to 15 feet in front of you. The ice acts as difficult terrain, but retains any properties of terrain beneath it, such as thorns, unless the ice sheet would nullify it, such as a pool of water.

You, and up to a number of creatures you choose equal to your Sorcerer level, are not affected by the ice. Creatures that attempt to walk over the ice must make a Dexterity saving throw (DC equal to your Spell Save DC) or fall prone. Creatures that would normally be able to walk across ice are not affected. The ice can only be melted by magical means, and dissipates after 10 minutes.

At 6th level your reservoir contains 40 square feet of ice, increasing to 60 square feet at 12th level, and 80 square feet at 18th level. Your reservoir is replenished after a long rest.

You also now ignore non-magical ice as difficult terrain. You may grant this ability to any creature you touch, for up to 10 minutes.

Glacial Spear

At 14th level, you can now exert the frozen might inside you onto other creatures. As an action you may expend 1 sorcery point to extend a beam of magical ice towards a target you can see up to 60 feet in front of you. The beam can have one of the following effects.

Glacial Shackles: The target must succeed on a Strength saving throw (DC equal to your spell save DC) or be restrained and suffer 2d10 cold damage. The target may repeat this saving throw at the end of their turn, ending the effect on a success.

Glacial Mask: The target must succeed on a Constitution saving throw (DC equal to your spell save DC) or be blinded and suffer 2d10 cold damage. The target may repeat this saving throw at the end of their turn, ending the effect on a success.

You may expend an aditional sorcery point to increase the damage of the beam by 2d10, for a maximum of 6d10.

Additionally, any cold damage you deal with your spells or abilities overcomes resistance.

Frozen Core

At 18th level, you have gained complete mastery over the freezing magic that resides within you. As an action, you can manifest your frozen core into a raging blizzard around yourself for 1 minute.