Sorcerer
Base Class: Sorcerer

The subclass as it stands gives you 3 different options for the player to take down their journey of Ice Make Magic. Depending on your choices and your creativity you'll be able to make whatever your heart's desire (DM's disgression) out of Ice. This subclass still uses normal Sorcerer rules, but adding a more "Cold as Ice" feel to your D&D Games. Any comments and suggestions are much appreciated!

One With the Cold

At first level, you have trained in cold environments to become closer to your Ice Make magic, and becoming one with the element. Because you this, you gain resistance to cold damage, and your hit point maximum increases by 1 for each level you have in sorcerer.

Ice Make

At first level, you learned how to create hand-held items through the use of ice. 

  • You can create any simple or martial melee weapon. These weapons are not considered magical, and deal their weapons respective damage and have the same traits. Only one weapon can be made at a time
  • You can freeze water, no more than 1 foot in any direction, as an action
  • You can make any nonmagical item that is tiny or smaller
  • When you use this feature, the ice will melt 2d4 minutes after being made, but you can spend 1 sorcery point to add another die to the timer.

Ice Make Specialty

At sixth level, begin to form a unique way to use your Ice Make magic. Chose one of the following features:

  • Melee
    • Your Ice Make weapons are now considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage and are considered to be +1 weapons
    • You can add your Charisma modifier to attack and damage rolls from Ice Make weapons, and you also can attack twice instead of once when you use the attack action with an Ice Make weapon
    • You gain a natural armor of 13 + Dex as your body becomes as strong as ice

  • Range
    • Your Ice Make feature can also make Ranged Weapons
    • Your ranged Ice Make weapons are now considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage and are considered to be +1 weapons
    • You can add your Charisma modifier to attack and damage rolls from ranged Ice Make weapons instead of your dexterity, and you also can attack twice instead of once when you use the attack action with an Ice Make weapon

  • Dynamic Ice Make
    • Your Ice Make can now create any nonmagical object that is medium or smaller for 2 sorcery points, also you can freeze the same size of water as you can make with this feature.
      • At 14th level, you can spend 5 sorcery points to make any nonmagical object that is large or smaller
      • At 18th level, you can spend 7 sorcery points to make any nonmagical object that is huge or smaller
    • You can make Armor by using your Ice Make feature, and any armor you make with it, you become proficient in
    • Your Ice Make creations last longer, they don’t melt until 1d4 hours of being made

Advanced Ice Make

At fourteenth level, your Ice Make magic becomes even more advanced. The specialty you chose at level 6 now becomes even stronger. You can also make the basic forms of one other specialty.

  • Melee
    • You can now attack three times with your Ice Make weapons whenever you use the attack action on your turn
    • Your Ice Make weapons are now considered to be +2 weapons, and at level 18 will be considered to be +3 weapons
    • Your Ice Make creations last longer, they don’t melt until 1d4 hours of being made
  • Range
    • You can now create more powerful ranged weapons. You can now create weapons from the renaissance firearms table, and you become proficient in any weapon you create with this feature. A pistol costs 1 sorcery point, and a musket costs 3 sorcery points.
    • Your Ice Make weapons are now considered to be +2 weapons, and at level 18 will be considered to be +3 weapons
    • Your Ice Make creations last longer, they don’t melt until 1d4 hours of being made
  • Dynamic Ice Make
    • You can now make living creatures with your Ice Make magic. You can spend sorcery points to create any beast whose CR is equal to half the amount of sorcery points spent. The creature is made out of ice, and gains vulnerability to fire damage, but has immunity to cold damage. These creatures go immediately after you in combat
      • Examples:
        • A flock of birds
        • Cave bear
    • You can also empower these creations using sorcery point. You can spend 2 sorcery points to heal the creature its hit die + its constitution. You can also spend 1 sorcery point to grant it advantage on all of its attack rolls until the end of your turn
    • Your Ice Make creations last longer, they don’t melt until 1 day after being made

You can also blow freezing air at a group of people as an action. You can create a 30-foot cone, forcing everyone within the area of effect to make a con save equal to your spell casting modifier. They take 3d8 Cold damage + your cha on a failed save, and half as much on a success. Once you use this ability you, you cannot use it again until you finish a short or long rest, or spend 5 sorcery points

One With Ice

At eighteenth level you gain immunity to cold damage, and you can temporarily become one with the element of ice for 1 minute as an action. When you are in this state you gain the following benefits:

  • You become resistant to fire damage
  • As a reaction when someone casts a spell that does cold damage, you can attempt to consume the spell. Make a constitution saving throw where the dc equals the casters spell save. On a success you consume the spell and gain temporary hit points equal to the spells level
  • Depending on your specialty, you can use special features in this state:
    • Melee
      • You create a long sword that ignores cold resistance, and treats cold immunity as cold resistance. This sword does 3d8 cold damage + cha. This sword gains the +X bonus that you have from your ice make feature
    • Range
      • You create a long bow that ignores cold resistance, and treats cold immunity as cold resistance. The bow does 2d8 cold damage + cha. This bow gains the +X bonus that you have from your ice make feature
    • Creation
      • You create an aura of harsh cold winds. Any enemy within 30 feet of you must succeed a constitution saving throw equal to your spell save dc, or take 1d6 cold damage and have their movement speed halved, or just take the damage on a success. The area of harsh winds is considered difficult terrain for your enemies, and you and your allies are lightly obscured. Also, any spell you cast that does cold damage, you can add your cha modifier and reroll damage dice equal to your proficiency bonus

Once you use this ability, you cannot use it again until you finish a long rest, or spend 7 sorcery points

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