Rime-Touched Sorcerer Origin

Cold permeates your magic. Are you descended from frost giants? Were you born amid the mayhem of a magically tainted ice storm that lasted for days? Did an ice mephit or a white dragon gift you with magical power in exchange for some favor or pledge? You may or may not know the answer, but your magic protects you from mind-numbing cold while hampering your enemies’ mobility.

Rime Magic

At 1st level, you gain the ability to cast the cold spells listed in the following chart as an innate spell once per day without using any material components and without expending a spell slot. At the subsequent levels noted in the chart, you gain a new cold spell that can also be cast once per day as an innate spell.

Sorcerer Level Spells
1st chromatic orb (cold only)
3rd flaming sphere (as a freezing sphere that deals cold damage and doesn’t shed light)
5th sleet storm
7th ice storm
9th cone of cold

Frosty Flesh

At 1st level, you have resistance to cold.

Frosty Attacks

Starting at 6th level, as a bonus action, you can spend 1 sorcery point to add +1d4 points of cold damage to your melee and ranged weapon attacks for 1 minute.

Flurry of Flakes

At 14th level, as a reaction, when you are at one quarter or less of your normal hit points and you are struck by a weapon or spell that targets only you and would deal damage, you can turn into a swarm of snowflakes before the damage is rolled (thus avoiding the damage altogether) and move to an unoccupied square within 30 feet, where you coalesce back into your normal form. You must finish a long rest before you can use this feature again.

Numbing Burst

Beginning at 18th level, you can draw upon the cold that permeates your being to exude a burst of frigid air that stiffens joints and slows reactions. As an action, you can spend 5 sorcery points to create this burst to a distance of 30 feet. Each hostile creature within the burst receives a Constitution saving throw to avoid being affected by this feature. An affected creature’s speed is halved, it can’t use reactions, and it has disadvantage on Dexterity saving throws. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature’s abilities or magic items, it can’t make more than one melee or ranged attack during its turn. If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn’t take effect until the creature’s next turn, and the creature must use its action on that turn to complete the spell. If it can’t, the spell is wasted. An affected creature suffers these effects for 1 minute. A creature affected by this feature makes another saving throw at the end of each of its turns. On a successful save, the effect ends for it.

You must finish a short or long rest before you can use this feature again.

Section 15: Copyright Notice

Eldryn. © 2021, d20pfsrd.com Publishing; Author: Beth Jones.

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