What do you guys think? Let me know in the comments below!
The winds of the frozen North have imbued you with their power. Perhaps you're a descendant of a frost giant, or perhaps one of your ancestors pledged themselves to Auril or Levistus long ago. Regardless of the origin, you have come to possess the ability to harness the power of ice, and are able to shape it to your will.
Snowdrift
Your very presence creates an icy aura around you, affecting your environment and granting you resistance to cold damage. The ground beneath your feet freezes as you walk, and you are able to walk across water as if it were solid ground. If you walk across water, you leave a trail of ice behind you, which lasts for one minute.
When you reach 6th level in this class, your Snowdrift feature strengthens as you are able to better harness moisture in the air around you. When you take the Dash action, you may freeze the air underneath your feet, and gain a flying speed equal to your walking speed, creating a wake of ice behind you as you move. This ice and your ability to fly disappears at the end of your turn unless you concentrate to maintain it, as if you were concentrating on a spell.
Cold Magic
You are able to harness frost magic, which strengthens as you gain levels in this class. You learn additional cold spells when you reach certain levels in this class, as shown on the Frostheart Spell 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.
At 6th level, your affinity for frost magic has strengthened - your blood now runs cold, and your skin and hair take on a lighter hue as they become more ice-like.
When you cast a spell that deals cold damage, your skin hardens with crystallized ice, granting you temporary hit points equal to the level of the spell cast. These temporary hit points stack with any you may gain from other sources.
In addition, when you cast a spell or use an ability that results in cold damage, you may ignore resistance to cold damage and deal half damage to foes with immunity to cold damage.
Ice Block
At 14th level, you gain the ability to alter the moisture within your body.
When you take damage that would take you below 1 hit point, you may use your reaction to encase yourself in a block of ice until the start of your next turn, negating all of the damage. While inside your Ice Block, you are immune to all damage, healing, or loss-of-control effects, and you are immovable by physical or magical means.
You may use this feature once per day, and regain the ability to use it after you take a long rest or spend 4 sorcery points to use it again.
Hoarfrost
At 18th level, you gain the ability to become winter itself.
As an action, you extend a frozen aura in a 20-foot radius centered around you. This aura follows you as you move, and persists for 1 hour or until canceled.
While Hoarfrost is active:
You are immune to cold damage, and become resistant to fire damage
The ground within the aura counts as difficult terrain for enemies
You are obscured from view from anything outside the aura
Any enemy that begins or ends its turn within the aura must make a Constitution saving throw. If they fail, they are restrained and take 3d10 cold damage. On a fail, the enemy takes half damage, and its movement speed is reduced by half.
If you cast a spell that deals cold damage, you may increase its damage by 1d10 if the target is outside your Hoarfrost aura, or 2d10 if it is within your Hoarfrost aura
You may use Hoarfrost once per day, and regain use of it after a long rest or after spending 7 sorcery points to use it again.
Also even if it was official? So what? Make your own version of stuff. Hell, make new versions of your own stuff. Sometimes you can take it towards different flavour or for better styles of games.
What do you guys think? Let me know in the comments below!
The winds of the frozen North have imbued you with their power. Perhaps you're a descendant of a frost giant, or perhaps one of your ancestors pledged themselves to Auril or Levistus long ago. Regardless of the origin, you have come to possess the ability to harness the power of ice, and are able to shape it to your will.
Snowdrift
Your very presence creates an icy aura around you, affecting your environment and granting you resistance to cold damage. The ground beneath your feet freezes as you walk, and you are able to walk across water as if it were solid ground. If you walk across water, you leave a trail of ice behind you, which lasts for one minute.
When you reach 6th level in this class, your Snowdrift feature strengthens as you are able to better harness moisture in the air around you. When you take the Dash action, you may freeze the air underneath your feet, and gain a flying speed equal to your walking speed, creating a wake of ice behind you as you move. This ice and your ability to fly disappears at the end of your turn unless you concentrate to maintain it, as if you were concentrating on a spell.
Cold Magic
You are able to harness frost magic, which strengthens as you gain levels in this class. You learn additional cold spells when you reach certain levels in this class, as shown on the Frostheart Spell 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.
At 6th level, your affinity for frost magic has strengthened - your blood now runs cold, and your skin and hair take on a lighter hue as they become more ice-like.
When you cast a spell that deals cold damage, your skin hardens with crystallized ice, granting you temporary hit points equal to the level of the spell cast. These temporary hit points stack with any you may gain from other sources.
In addition, when you cast a spell or use an ability that results in cold damage, you may ignore resistance to cold damage and deal half damage to foes with immunity to cold damage.
Ice Block
At 14th level, you gain the ability to alter the moisture within your body.
When you take damage that would take you below 1 hit point, you may use your reaction to encase yourself in a block of ice until the start of your next turn, negating all of the damage. While inside your Ice Block, you are immune to all damage, healing, or loss-of-control effects, and you are immovable by physical or magical means.
You may use this feature once per day, and regain the ability to use it after you take a long rest or spend 4 sorcery points to use it again.
Hoarfrost
At 18th level, you gain the ability to become winter itself.
As an action, you extend a frozen aura in a 20-foot radius centered around you. This aura follows you as you move, and persists for 1 hour or until canceled.
While Hoarfrost is active:
You are immune to cold damage, and become resistant to fire damage
The ground within the aura counts as difficult terrain for enemies
You are obscured from view from anything outside the aura
Any enemy that begins or ends its turn within the aura must make a Constitution saving throw. If they fail, they are restrained and take 3d10 cold damage. On a fail, the enemy takes half damage, and its movement speed is reduced by half.
If you cast a spell that deals cold damage, you may increase its damage by 1d10 if the target is outside your Hoarfrost aura, or 2d10 if it is within your Hoarfrost aura
You may use Hoarfrost once per day, and regain use of it after a long rest or after spending 7 sorcery points to use it again.
I really like the frost sorcerer idea, there are not enough cold spells for my liking in this edition compared to last versions. As for your subclass, I think you are on a great track here. My few critiques are small things.
1. Spells - I get what you're going with for Hold Person, but I think ice knife or a cold only dragon's breath, chromatic orb, or elemental weapon works better for that spot. Water walk also ends up being redundant because of the Snowdrift ability. I would like to see ice storm with cone of cold at 9th.
2. Chilled to the Bone, I love the idea of refreshing temporary hit points, but they should stack. If there was a synergy where it reloaded the Armor of Agathys that would be awesome.
3. Ice Block is great.
4. Hoarfrost I think needs the save mechanic looked at. They are already treated as in rough terrain, so the movement penalty seems off. I'd say, no restrain and half damage on a save.
Mechanically, maybe the Chilled to the Bone could work like the Aid spell that increases max HP, a separate pool from temp HP; or, a shield effect like the Abjuration Ward. Just a couple more cents.
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What do you guys think? Let me know in the comments below!
The winds of the frozen North have imbued you with their power. Perhaps you're a descendant of a frost giant, or perhaps one of your ancestors pledged themselves to Auril or Levistus long ago. Regardless of the origin, you have come to possess the ability to harness the power of ice, and are able to shape it to your will.
Snowdrift
Your very presence creates an icy aura around you, affecting your environment and granting you resistance to cold damage. The ground beneath your feet freezes as you walk, and you are able to walk across water as if it were solid ground. If you walk across water, you leave a trail of ice behind you, which lasts for one minute.
When you reach 6th level in this class, your Snowdrift feature strengthens as you are able to better harness moisture in the air around you. When you take the Dash action, you may freeze the air underneath your feet, and gain a flying speed equal to your walking speed, creating a wake of ice behind you as you move. This ice and your ability to fly disappears at the end of your turn unless you concentrate to maintain it, as if you were concentrating on a spell.
Cold Magic
You are able to harness frost magic, which strengthens as you gain levels in this class. You learn additional cold spells when you reach certain levels in this class, as shown on the Frostheart Spell 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.
Frostheart Spells
Sorcerer Level Spells
1st Armor of Agathys, Frost Fingers, Frostbite
3rd Snilloc's Snowball Swarm, Hold Person
5th Sleet Storm, Water Walk
7th Ice Storm, Control Water
9th Cone of Cold
11th Wall of Ice, Freezing Sphere
Chilled to the Bone
At 6th level, your affinity for frost magic has strengthened - your blood now runs cold, and your skin and hair take on a lighter hue as they become more ice-like.
When you cast a spell that deals cold damage, your skin hardens with crystallized ice, granting you temporary hit points equal to the level of the spell cast. These temporary hit points stack with any you may gain from other sources.
In addition, when you cast a spell or use an ability that results in cold damage, you may ignore resistance to cold damage and deal half damage to foes with immunity to cold damage.
Ice Block
At 14th level, you gain the ability to alter the moisture within your body.
When you take damage that would take you below 1 hit point, you may use your reaction to encase yourself in a block of ice until the start of your next turn, negating all of the damage. While inside your Ice Block, you are immune to all damage, healing, or loss-of-control effects, and you are immovable by physical or magical means.
You may use this feature once per day, and regain the ability to use it after you take a long rest or spend 4 sorcery points to use it again.
Hoarfrost
At 18th level, you gain the ability to become winter itself.
As an action, you extend a frozen aura in a 20-foot radius centered around you. This aura follows you as you move, and persists for 1 hour or until canceled.
While Hoarfrost is active:
You may use Hoarfrost once per day, and regain use of it after a long rest or after spending 7 sorcery points to use it again.
There's already a cold-themed sorcerer in the supplementary book Knuckleheads & Other Such Curiosities: A Travelers' Guide to Icewind Dale
Awesome! I hope to be able to check that out when the price comes down.
That book is just un offical as this brew
Check out my homebrew subclasses spells magic items feats monsters races
i am a sauce priest
help create a world here
Also even if it was official? So what? Make your own version of stuff. Hell, make new versions of your own stuff. Sometimes you can take it towards different flavour or for better styles of games.
My Homebrew: Races | Subclasses | Backgrounds | Spells | Magic Items | Feats
Need help with Homebrew? Check out this FAQ/Guide thread by IamSposta
See My Youtube Videos for Tips & Tricks using D&D Beyond
@bangarang1 Sounds a Fun Sorcerer to play.
Well, the book is AL-legal and the subclasses can be legal with a certificate.
That's good enough for me!
AL Legal != official
It's still homebrew. It's AL approved homebrew, but still homebrew.
My Homebrew: Races | Subclasses | Backgrounds | Spells | Magic Items | Feats
Need help with Homebrew? Check out this FAQ/Guide thread by IamSposta
See My Youtube Videos for Tips & Tricks using D&D Beyond
Good enough for me!
Thanks!
I really like the frost sorcerer idea, there are not enough cold spells for my liking in this edition compared to last versions. As for your subclass, I think you are on a great track here. My few critiques are small things.
1. Spells - I get what you're going with for Hold Person, but I think ice knife or a cold only dragon's breath, chromatic orb, or elemental weapon works better for that spot. Water walk also ends up being redundant because of the Snowdrift ability. I would like to see ice storm with cone of cold at 9th.
2. Chilled to the Bone, I love the idea of refreshing temporary hit points, but they should stack. If there was a synergy where it reloaded the Armor of Agathys that would be awesome.
3. Ice Block is great.
4. Hoarfrost I think needs the save mechanic looked at. They are already treated as in rough terrain, so the movement penalty seems off. I'd say, no restrain and half damage on a save.
Nice work on this.
Thank you!!!
And yes, the spells need adjusting slightly on second glance. I'll take a look at it.
Regarding chilled to the bone - they do stack! That was my whole intention - to have a stackable temp HP source.
The hoarfrost change does need to be made, I agree.
Mechanically, maybe the Chilled to the Bone could work like the Aid spell that increases max HP, a separate pool from temp HP; or, a shield effect like the Abjuration Ward. Just a couple more cents.