Just some new subclasses I've been messing around with!
Frost Courtier
The fae courts are many. The Summer Court, the Gloaming Court, the Pale Court, and the Coral Court are but a few among the many that fill the Feywilds, and sometimes within the Underdark as well. Among these various rulers, one in particular stands out. The Winter Court, ruled by the cruel Prince of Frost. Those who suffer loss and pain, and wish to dull the agony, may call upon his magic to freeze their hearts and souls, sealing them within a wall of ice. This rime once gifted, becomes a deadly weapon for those who chose to wield it
Legend has it that, long ago before such a court ever existed, a certain archfey fell deeply in love with another, to the point of obsession. Time went on, and this archfey Prince proposed; his bride-to-be accepted. Accounts become fuzzy at this point, but they're all clear on one point. Whomever this bride, this love of his life? Betrayed the Prince, leading to the destruction of his Court, and her own death. Grieving, the Prince foreswore all love, freezing both his heart and his kingdom in endless winter. At first, this desolate kingdom stood empty, save for its ruler. But, over time, another came to the gates, an elven queen that had lost her family in battle. Unable to live with the grief, she begged the Prince for his help and, upon a whim, granted it; a single touch froze the elf's heart, as surely as his own. Thus, the Court of Winter began, slowly filling with the suffering of all Courts.
Heart of Ice
At 1st level, choose a gift of succor from the Prince of Frost, as the archfey numbs your heart to some emotion or to pain. Select one: resistance to fear, resistance to charm, or advantage on Concentration checks. As well, the new sorcerer also gains resistance to cold and adds the following spells to the sorcerer spell list: Wall of Ice, Conjure Minor Elemental, Conjure Elemental, Armor of Agathys, Fire Shield, Elemental Bane, Otiluke's Freezing Sphere, and Storm of Vengeance.
Cold Comfort
An interesting side effect of the Winter Court's nature, but the strength of a courtier's ice doesn't necessarily depend on the sorcerer's strength of will. Perhaps its the open door policy, welcoming anyone who's hurt, or just that the cold treats all equally, but a Frost Courtier can choose to replace Charisma with Intelligence or Wisdom for their Spellcasting ability. Many new courtiers come to the Winter Court from other pursuits, abandoning their old path for a new one, but still retain their old aptitude.
In theory, a Frost Courtier can learn to love, or fear, again. Or perhaps they outgrow the pain in their body, and the metaphorical ice melts. At the DM's discretion, this may actually cause the loss of the Courtier's magic. If that happens, the player may switch this class (or subclass) for another that uses the same Spellcasting ability that the Frost Courtier chose with Cold Comfort. If the player chooses Sorcerer again, that player must select all their character's spells again while losing access to any addition spell choices from the Heart of Ice feature. If the player chooses to become a wizard, the character does not have a spell book by default or spells learned, and must obtain one before the character can cast any wizard spells.
By the same token, at GM discretion, if an established spellcaster chooses to multi-class into Sorcerer and become a Frost Courtier, this character has the option of exchanging the previous class levels for Sorcerer class levels. As well, the DM may allow a sorcerer of a different subclass to change and become a frost courtier of the same level, losing all previous spells known and class features, and learning all new ones.
Starting at 6th level, the icy cold from the sorcerer's magic becomes stronger, digging into the body of the target and making them sluggish. For every time an enemy suffers cold damage from a spell you cast or an elemental you summon, reduce its speed by 10 until the start of your next turn. If a spell you cast or elemental you summon reduces a target's speed to below 5, or otherwise incapable of moving at least 5 feet (this includes difficult terrain), you may spend a Sorcery Point per target in order to encase each selected target in a prison of ice; these targets are considered Grappled, though the targets also gain resistance to fire for the duration. The target must make a Strength save at the beginning of their turn in order to break free, or remain Grappled. Every turn a target remains grappled by this effect this way takes cold damage equal to half your sorcerer level. If the target suffers any fire damage, or undergoes forced movement from a spell or other supernatural effect, the effects of Bone Deep Chill immediately end.
At level 18, the enemy's speed is reduced by 30 instead instead of 10, and increase the damage to the full level, or not deal damage at all.
Snow Queen
At 14th level, you may select a second benefit from Heart of Ice, as well as gaining immunity to Cold damage. Whenever you use the Shield spell, you may spend a Sorcery Point as well to harden the shield, providing Total Cover from the same direction as the attack. This creates a frozen object, measuring 5 feet long, 5 feet tall, and 1 foot deep; the miniature wall has an AC of 12 and 10 hit points per spell level used to cast the Shield spell.
The sorcerer's aging also slows, only aging one year for every ten one would normally age.
Frozen Time
Whenever a creature is considered grappled by the Bone Deep Chill class feature, you may spend an additional 3 sorcery points to force a creature to make an immediate Charisma saving throw, or be frozen in time as well physically, unable to perform actions, move, or even think. These creatures become immune to all damage except from cold damage or an artifact. The only way to release the target from the frozen prison is either use of a Wish spell (this does not risk loss of the ability to cast Wish), divine intervention, or to destroy the ice prison using either an artifact or, more likely, fire damage. The ice prison has an AC of 10, fails all saves, but has HP equal to the Frost Courtier's maximum HP value, and regains HP equal to the sorcerer's level for as long as the sorcerer lives.
Any creature that dies from cold damage within the prison can be resurrected in two ways. One is through the True Resurrection spell, which creates a new body for the target and destroys the old one. The second method is to use any other spell after breaking the ice - the frozen time preserves the body so that even a Revivify spell will work if immediately applied within a minute of breaking the ice prison.
Mind Mage
Psionics, such as that practiced by the draugr, mind flayers and other altered creatures, come from deep within the mind of the target, an innate talent. Mind mages shun the world around them, turning their gazes inwards to find the hidden power within their minds, only returning to practice their crafts. Often, these mystical practitioners clash with warlocks of the Great Old One patrons, as the former often considers the minds of the latter to be corrupted, and only corrupt other minds in their way.
Awakening
Unlike other sorcerers, mind mages don't rely on willpower, but rather a methodical investigation of themselves and the world around them and applying what they learn. The character gains proficency with the Investigation skill as well as uses Intelligence for their Spellcasting ability. Add any spells involving telekinesis, teleportation, self improvement or scrying themed (including detect-class spells) magic to the sorcerer spell list (currently don't have time to go through spells and double check them all).
First Thought
Starting at level 1, each mind mage gains the Subtle Spell metamagic, and can use it on every spell without spending any sorcery points. Learn the Vicious Mockery cantrip. Whenever you cast the Detect Thoughts or Message spells, you can always do so as if under the effects of Quicken Spell.
Will Rises
At level 6, the sorcerer can choose one of the following options - Mind Blast, or Psy Blade
Mind Blast - The mind mage can spend 3 sorcery points and emits psychic energy in a 60-foot cone. Each creature in that area must succeed on an Intelligence saving throw or 4d8 + Spellcasting Ability psychic damage and be stunned for 1 minute. Any targets take half damage on a successful save. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
The mind mage can increase the damage from the blast by 1d8 per extra sorcery point spent.
Psy Blade - You may spend 2 sorcery points to cast the Shadow Blade spell. You may attack twice with this weapon when taking the Attack Action; you may spend an additional Sorcery Point to increase the effective spell level by 2.
Action Follows
At level 14, whenever you deal psychic damage to a creature, as a bonus action, you may either allow a willing creature to teleport up to 10' by using their reaction, or you can attempt to push an unwilling creature by 5', as if using a Quickened Gust cantrip.
Know Thyself
At level 18, you've learned to be able to hang on to two Concentration spells at once, and are considered to be permanently under the effects of Mind Blank.
Two very nice subclasses! However, they are definitely works in progress.
Frost Courtier
I think this works better as Warlock subclass, especially with the sidebar and the flavor text for Cold Comfort.
Heart of Ice: Rephrase "Select one: resistance to fear, resistance to charm, or advantage on Concentration checks." to "You gain advantage on saving throws against being frightened, saving throws against being charmed, or Concentration checks."
Cold Comfort: I would nix this, it feels out of place.
Snow Queen: Give the sorcerer shield. If they don't have it, this feature is not helpful.
Frozen Time: Instead of "...make an immediate Charisma saving throw, or be frozen in time as well physically, unable to perform actions, move, or even think. These creatures become immune to all damage except from cold damage or an artifact." try "make a Charisma saving throw or be petrified in a prison of ice. The creatures are immune to all damage except cold damage and damage dealt by an artifact." What is the time frame at which it the hit points regenerate? On the sorcerer's turn? Once a minute?
Mind Mage
This serves as a very nice alternative to Mystic until it's an official class.
Awakening: Specify that all sorcerer features use Intelligence. Instead of adding three dozen spells, pick three. Doll out a 1st level or lower at 1st level, a 3rd level or lower at 6th, and 7th level or lower at 14th.
First Thought: Giving a free metamagic feels like too much power all at once. I would say that "You do not need the components specified for a spell. But if a cost is indicated for a component, you must have that specific component before you can cast the spell." Like with Snow Queen I do not suggest talking about spells without giving them. Instead of clunkly referring to Quickened Spell, try "The casting time for Message and Detect Thoughts is a bonus action."
Action Follows: Instead of "You may either allow a willing creature to teleport up to 10' by using their reaction, or you can attempt to push an unwilling creature by 5', as if using a Quickened Gust cantrip." try "You can teleport a willing creature up to 10 feet by using their reaction, or you can force a creature to make a Strength saving throw against your spell save DC or be pushed 5 feet in any direction."
"The relevant equation is: Knowledge = power = energy = matter = mass; a good bookshop is just a genteel Black Hole that knows how to read." - Terry Pratchett
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Just some new subclasses I've been messing around with!
Frost Courtier
The fae courts are many. The Summer Court, the Gloaming Court, the Pale Court, and the Coral Court are but a few among the many that fill the Feywilds, and sometimes within the Underdark as well. Among these various rulers, one in particular stands out. The Winter Court, ruled by the cruel Prince of Frost. Those who suffer loss and pain, and wish to dull the agony, may call upon his magic to freeze their hearts and souls, sealing them within a wall of ice. This rime once gifted, becomes a deadly weapon for those who chose to wield it
Legend has it that, long ago before such a court ever existed, a certain archfey fell deeply in love with another, to the point of obsession. Time went on, and this archfey Prince proposed; his bride-to-be accepted. Accounts become fuzzy at this point, but they're all clear on one point. Whomever this bride, this love of his life? Betrayed the Prince, leading to the destruction of his Court, and her own death. Grieving, the Prince foreswore all love, freezing both his heart and his kingdom in endless winter. At first, this desolate kingdom stood empty, save for its ruler. But, over time, another came to the gates, an elven queen that had lost her family in battle. Unable to live with the grief, she begged the Prince for his help and, upon a whim, granted it; a single touch froze the elf's heart, as surely as his own. Thus, the Court of Winter began, slowly filling with the suffering of all Courts.
Heart of Ice
At 1st level, choose a gift of succor from the Prince of Frost, as the archfey numbs your heart to some emotion or to pain. Select one: resistance to fear, resistance to charm, or advantage on Concentration checks. As well, the new sorcerer also gains resistance to cold and adds the following spells to the sorcerer spell list: Wall of Ice, Conjure Minor Elemental, Conjure Elemental, Armor of Agathys, Fire Shield, Elemental Bane, Otiluke's Freezing Sphere, and Storm of Vengeance.
Cold Comfort
An interesting side effect of the Winter Court's nature, but the strength of a courtier's ice doesn't necessarily depend on the sorcerer's strength of will. Perhaps its the open door policy, welcoming anyone who's hurt, or just that the cold treats all equally, but a Frost Courtier can choose to replace Charisma with Intelligence or Wisdom for their Spellcasting ability. Many new courtiers come to the Winter Court from other pursuits, abandoning their old path for a new one, but still retain their old aptitude.
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Sidebar: Thawing the Ice Queen's Heart
In theory, a Frost Courtier can learn to love, or fear, again. Or perhaps they outgrow the pain in their body, and the metaphorical ice melts. At the DM's discretion, this may actually cause the loss of the Courtier's magic. If that happens, the player may switch this class (or subclass) for another that uses the same Spellcasting ability that the Frost Courtier chose with Cold Comfort. If the player chooses Sorcerer again, that player must select all their character's spells again while losing access to any addition spell choices from the Heart of Ice feature. If the player chooses to become a wizard, the character does not have a spell book by default or spells learned, and must obtain one before the character can cast any wizard spells.
By the same token, at GM discretion, if an established spellcaster chooses to multi-class into Sorcerer and become a Frost Courtier, this character has the option of exchanging the previous class levels for Sorcerer class levels. As well, the DM may allow a sorcerer of a different subclass to change and become a frost courtier of the same level, losing all previous spells known and class features, and learning all new ones.
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Bone Deep Chill
Starting at 6th level, the icy cold from the sorcerer's magic becomes stronger, digging into the body of the target and making them sluggish. For every time an enemy suffers cold damage from a spell you cast or an elemental you summon, reduce its speed by 10 until the start of your next turn. If a spell you cast or elemental you summon reduces a target's speed to below 5, or otherwise incapable of moving at least 5 feet (this includes difficult terrain), you may spend a Sorcery Point per target in order to encase each selected target in a prison of ice; these targets are considered Grappled, though the targets also gain resistance to fire for the duration. The target must make a Strength save at the beginning of their turn in order to break free, or remain Grappled. Every turn a target remains grappled by this effect this way takes cold damage equal to half your sorcerer level. If the target suffers any fire damage, or undergoes forced movement from a spell or other supernatural effect, the effects of Bone Deep Chill immediately end.
At level 18, the enemy's speed is reduced by 30 instead instead of 10, and increase the damage to the full level, or not deal damage at all.
Snow Queen
At 14th level, you may select a second benefit from Heart of Ice, as well as gaining immunity to Cold damage. Whenever you use the Shield spell, you may spend a Sorcery Point as well to harden the shield, providing Total Cover from the same direction as the attack. This creates a frozen object, measuring 5 feet long, 5 feet tall, and 1 foot deep; the miniature wall has an AC of 12 and 10 hit points per spell level used to cast the Shield spell.
The sorcerer's aging also slows, only aging one year for every ten one would normally age.
Frozen Time
Whenever a creature is considered grappled by the Bone Deep Chill class feature, you may spend an additional 3 sorcery points to force a creature to make an immediate Charisma saving throw, or be frozen in time as well physically, unable to perform actions, move, or even think. These creatures become immune to all damage except from cold damage or an artifact. The only way to release the target from the frozen prison is either use of a Wish spell (this does not risk loss of the ability to cast Wish), divine intervention, or to destroy the ice prison using either an artifact or, more likely, fire damage. The ice prison has an AC of 10, fails all saves, but has HP equal to the Frost Courtier's maximum HP value, and regains HP equal to the sorcerer's level for as long as the sorcerer lives.
Any creature that dies from cold damage within the prison can be resurrected in two ways. One is through the True Resurrection spell, which creates a new body for the target and destroys the old one. The second method is to use any other spell after breaking the ice - the frozen time preserves the body so that even a Revivify spell will work if immediately applied within a minute of breaking the ice prison.
Mind Mage
Psionics, such as that practiced by the draugr, mind flayers and other altered creatures, come from deep within the mind of the target, an innate talent. Mind mages shun the world around them, turning their gazes inwards to find the hidden power within their minds, only returning to practice their crafts. Often, these mystical practitioners clash with warlocks of the Great Old One patrons, as the former often considers the minds of the latter to be corrupted, and only corrupt other minds in their way.
Awakening
Unlike other sorcerers, mind mages don't rely on willpower, but rather a methodical investigation of themselves and the world around them and applying what they learn. The character gains proficency with the Investigation skill as well as uses Intelligence for their Spellcasting ability. Add any spells involving telekinesis, teleportation, self improvement or scrying themed (including detect-class spells) magic to the sorcerer spell list (currently don't have time to go through spells and double check them all).
First Thought
Starting at level 1, each mind mage gains the Subtle Spell metamagic, and can use it on every spell without spending any sorcery points. Learn the Vicious Mockery cantrip. Whenever you cast the Detect Thoughts or Message spells, you can always do so as if under the effects of Quicken Spell.
Will Rises
At level 6, the sorcerer can choose one of the following options - Mind Blast, or Psy Blade
Mind Blast - The mind mage can spend 3 sorcery points and emits psychic energy in a 60-foot cone. Each creature in that area must succeed on an Intelligence saving throw or 4d8 + Spellcasting Ability psychic damage and be stunned for 1 minute. Any targets take half damage on a successful save. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
The mind mage can increase the damage from the blast by 1d8 per extra sorcery point spent.
Psy Blade - You may spend 2 sorcery points to cast the Shadow Blade spell. You may attack twice with this weapon when taking the Attack Action; you may spend an additional Sorcery Point to increase the effective spell level by 2.
Action Follows
At level 14, whenever you deal psychic damage to a creature, as a bonus action, you may either allow a willing creature to teleport up to 10' by using their reaction, or you can attempt to push an unwilling creature by 5', as if using a Quickened Gust cantrip.
Know Thyself
At level 18, you've learned to be able to hang on to two Concentration spells at once, and are considered to be permanently under the effects of Mind Blank.
Two very nice subclasses! However, they are definitely works in progress.
Frost Courtier
I think this works better as Warlock subclass, especially with the sidebar and the flavor text for Cold Comfort.
Heart of Ice: Rephrase "Select one: resistance to fear, resistance to charm, or advantage on Concentration checks." to "You gain advantage on saving throws against being frightened, saving throws against being charmed, or Concentration checks."
Cold Comfort: I would nix this, it feels out of place.
Snow Queen: Give the sorcerer shield. If they don't have it, this feature is not helpful.
Frozen Time: Instead of "...make an immediate Charisma saving throw, or be frozen in time as well physically, unable to perform actions, move, or even think. These creatures become immune to all damage except from cold damage or an artifact." try "make a Charisma saving throw or be petrified in a prison of ice. The creatures are immune to all damage except cold damage and damage dealt by an artifact." What is the time frame at which it the hit points regenerate? On the sorcerer's turn? Once a minute?
Mind Mage
This serves as a very nice alternative to Mystic until it's an official class.
Awakening: Specify that all sorcerer features use Intelligence. Instead of adding three dozen spells, pick three. Doll out a 1st level or lower at 1st level, a 3rd level or lower at 6th, and 7th level or lower at 14th.
First Thought: Giving a free metamagic feels like too much power all at once. I would say that "You do not need the components specified for a spell. But if a cost is indicated for a component, you must have that specific component before you can cast the spell." Like with Snow Queen I do not suggest talking about spells without giving them. Instead of clunkly referring to Quickened Spell, try "The casting time for Message and Detect Thoughts is a bonus action."
Action Follows: Instead of "You may either allow a willing creature to teleport up to 10' by using their reaction, or you can attempt to push an unwilling creature by 5', as if using a Quickened Gust cantrip." try "You can teleport a willing creature up to 10 feet by using their reaction, or you can force a creature to make a Strength saving throw against your spell save DC or be pushed 5 feet in any direction."
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"The relevant equation is: Knowledge = power = energy = matter = mass; a good bookshop is just a genteel Black Hole that knows how to read." - Terry Pratchett