I'm still kind of new to D&D and I am about to start playing in a one shot as a Sorcerer. The DM has set our characters to level 11 and so I wanted to try out Sorcerer. I want to stick to a specific theme of Ice. I've looked through the spell list, using some online materials, and picked out 9 spells that specifically state "Cold" damage (with the exception of Chromatic Orb and Dragon's breath as they simply let you choose.) By accident I discovered sleet storm, but that still leaves me with a few spells left out of what I can learn.
I had that same issue when I tried to build an ice sorc; there just isn't enough to go around. What I did, is decide I was a "winter sorc" rather than an ice sorc, and picked spells with more of a wintery theme.
I created another one pretty quick at level 11 if it helps give you some inspiration.
Any time an unfathomably powerful entity sweeps in and offers godlike rewards in return for just a few teensy favors, it’s a scam. Unless it’s me. I’d never lie to you, reader dearest.
Tidal Wave works with the anti fire theme and could combo with a freezing spell if one exists that affects larger areas. [Tooltip Not Found] interacts with cold damage.
You might want to broaden your spell list just a little. So many things have resistance to cold damage. Not as much as fire but you don't want to be in a situation where you can't do a lot with your spell slots and metamagic just because what you are going up against is resistant or immune. Also consider a buff like Haste or Invisibility if you have twin metamagic, your party tanks and rogues will thank you.
If you can use Unearthed Arcana rules there is a metamagic option that allows you to exchange one element for another if you are willing to spend sorcery points (which at level 11 is totally worth it). See if your DM will let you make changes as well. Some will let you exchange fireball for an icefall that sort of thing.
Do you know what kind of campaign is happening? Cause otherwise this could be ruined. I love the idea, and think that draconic bloodline could work, take white or silver dragon.
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Thanks for the word of caution, however as this is a heavy homebrew campaign, my DM has given the character a trait which is allows her ice spells to ignore cold resistance.
Oh cool, I'll run the metamagic element exchange by my DM, thanks for pointing that out ^^
No, I have a better idea than using Draconic Bloodine Sorceror for your Ice Sorceror. It is the Pyromancy Sorcerous Origin from Plane Shift Kaladesh pack for D&D 5e. Just change it from fire to cold. Simple but effective.
The Pyromancy origin at 6th level, your spells ignore fire resistance but in your case as a Cryomancer, cold. At 18th level, you treat resistance as none and immunity as resistance. Get the Elemental Adept feat for cold. and you flat out ignore immunity. Just get an entire party of sorcerors, but with this origin (each altered), go to 20th level, & you will destroy Tiamat.LOL
True but being able to outright ignore resistance and immunity with the subclass features & Elemental Adept is purely awesome. Plus you get immunity to the type that you ignore making fire based demons look like weaklings. Not to mention, but the variations of the Pyromancy and the Pyromancy is really, really useful and get like a Fighter can make it good to fight Tiamat; whose immunities and resistances to spells just destroy Wizards, Warlocks, Sorcerors, Bards, Clerics, and Druids for their 6th level and less spells. Even using Meteor Swarm is going to be tough, unless if you use Heightened Spell with it cancel out her advantage on spell saving throws. I am replacing my Celestial Warlock in my campaign for a Firebender of the Fire Nation Pyromancer Sorceror. Only using fire and lightning options. It's going to be fun to roleplay.
I still think that out of all the spellcasters, Bards and Sorcerors are the absolute best for using for damage. Clerics & Druids are great for support and Wizards are good for warping terrain. But being a Circle of the Moon Druid makes you absolutely deadly.
I still think that out of all the spellcasters, Bards and Sorcerors are the absolute best for using for damage. Clerics & Druids are great for support and Wizards are good for warping terrain. But being a Circle of the Moon Druid makes you absolutely deadly.
Bards? Some low level spells are ok, but you have to wait till 6/10 to get high level spells that do damage. I personally think bards are buff/debuff MASTERS, not damage riders.
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'The Cleverness of mushrooms always surprises me!' - Ivern Bramblefoot.
They can learn Meteor Swarm for free and it isn't even on the Bard's spell list. Nope, the Bard can learn it without their college. Magical Secrets 18th level. https://www.dndbeyond.com/classes/bard
You can always check with the DM about reflavouring some spells or adding theme-appropriate spells from other lists. For example, perhaps the DM will let you choose Armor of Agathys or perhaps the Shield works by summoning ice shields in response to attacks. You can take Hold Person and modify it to use Strength instead of Wisdom and make it evocation instead of enchantment: this spell now works by causing coldness to turn air/water vapour into a layer of ice that forms on the target and holds them in place.
Expeditious Retreat could be you creating ice underfoot that you can slide across, the ice then instantly melting away. Kind of like Sub-Zero or Iceman. You can do something similar for Feather Fall. There's a lot of spells where you can keep the mechanics of it but change the flavour - the "description" of how it achieves the result. Some can have minor edits (like Hold Person above) to have it make sense (Hold Person originally works as a mental enchantment hence the Wis save and Enchantment school, but you could have it be "frozen in place" as a Strength save (to force the movement and shrug it off, breaking the ice) and Evocation (as you're manipulating energy into creating the freezing ice).
There's a section in the DMG which encourages things like this to make themes and stuff work. This is why there's not a huge variety of non-fire spells - because there's no need to create "other type" versions - the DMG already covers that in one section so the already large spell list doesn't get inflated. Casters require you to work with the DM to ensure you have spells appropriate for your character.
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Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond. Need help with Homebrew? Check out ✨ thisFAQ/Guide thread ✨ by IamSposta.
Also, Icewind Dale: Rime of the Frostmaiden will have more ice spells in it, so if anyone wants ice based-spellcasters, there'll be more support for them in the future.
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Please check out my homebrew, I would appreciate feedback:
Hi all,
I'm still kind of new to D&D and I am about to start playing in a one shot as a Sorcerer. The DM has set our characters to level 11 and so I wanted to try out Sorcerer. I want to stick to a specific theme of Ice. I've looked through the spell list, using some online materials, and picked out 9 spells that specifically state "Cold" damage (with the exception of Chromatic Orb and Dragon's breath as they simply let you choose.) By accident I discovered sleet storm, but that still leaves me with a few spells left out of what I can learn.
for reference, this is my current spell list.
Cantrips [2/6]
Frostbite
Ray of Frost
Level 1 [3/4]
Chaos Bolt
Chromatic Orb
Ice Knife
Level 2 [2/3]
Dragon's Breath
Snilloc's Snowball Swarm
Level 3 [1/3]
Sleet Storm
Level 4 [1/3]
Ice Storm
Level 5 [1/2]
Cone of Cold
Level 6 [1/1]
Investiture of Ice
I can know 12 spells at level 11, so if anyone can suggest 3 more cold / ice based spells to me, that would really help.
Also if anyone could suggest 4 cold themed cantrips (or just useful cantrips for a sorcerer, that would be awesome)
Thanks all <3
I had that same issue when I tried to build an ice sorc; there just isn't enough to go around. What I did, is decide I was a "winter sorc" rather than an ice sorc, and picked spells with more of a wintery theme.
I created another one pretty quick at level 11 if it helps give you some inspiration.
https://ddb.ac/characters/30379378/KvtCBL
Any time an unfathomably powerful entity sweeps in and offers godlike rewards in return for just a few teensy favors, it’s a scam. Unless it’s me. I’d never lie to you, reader dearest.
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You can always look at spells like Control Flames, Mage Hand, or Minor Illusion to interact with or mimic cold. Shape Water.
Expeditious Retreat for a bonus dash or spells that let you traverse difficult terrain.
Absorb Elements is more general, but can help protect from fire which is a common theme for ice based creatures.
Warding Wind is theme adjacent.
Tidal Wave works with the anti fire theme and could combo with a freezing spell if one exists that affects larger areas. [Tooltip Not Found] interacts with cold damage.
You might want to broaden your spell list just a little. So many things have resistance to cold damage. Not as much as fire but you don't want to be in a situation where you can't do a lot with your spell slots and metamagic just because what you are going up against is resistant or immune. Also consider a buff like Haste or Invisibility if you have twin metamagic, your party tanks and rogues will thank you.
If you can use Unearthed Arcana rules there is a metamagic option that allows you to exchange one element for another if you are willing to spend sorcery points (which at level 11 is totally worth it). See if your DM will let you make changes as well. Some will let you exchange fireball for an icefall that sort of thing.
Do you know what kind of campaign is happening? Cause otherwise this could be ruined. I love the idea, and think that draconic bloodline could work, take white or silver dragon.
'The Cleverness of mushrooms always surprises me!' - Ivern Bramblefoot.
I'll worldbuild for your DnD games!
Just a D&D enjoyer, check out my fiverr page if you need any worldbuilding done for ya!
Thanks for the word of caution, however as this is a heavy homebrew campaign, my DM has given the character a trait which is allows her ice spells to ignore cold resistance.
Oh cool, I'll run the metamagic element exchange by my DM, thanks for pointing that out ^^
Thanks for the feedback everyone, you've given me some great options to consider.
No, I have a better idea than using Draconic Bloodine Sorceror for your Ice Sorceror. It is the Pyromancy Sorcerous Origin from Plane Shift Kaladesh pack for D&D 5e. Just change it from fire to cold. Simple but effective.
The Pyromancy origin at 6th level, your spells ignore fire resistance but in your case as a Cryomancer, cold. At 18th level, you treat resistance as none and immunity as resistance. Get the Elemental Adept feat for cold. and you flat out ignore immunity. Just get an entire party of sorcerors, but with this origin (each altered), go to 20th level, & you will destroy Tiamat.LOL
Pyromancer, Electromancer, Cryomancer, Acidmancer, Toximancer
Draconic bloodline gives you more stable abilities, allowing you to keep on doing damage, and be ok. It is also very good for RP.
'The Cleverness of mushrooms always surprises me!' - Ivern Bramblefoot.
I'll worldbuild for your DnD games!
Just a D&D enjoyer, check out my fiverr page if you need any worldbuilding done for ya!
True but being able to outright ignore resistance and immunity with the subclass features & Elemental Adept is purely awesome. Plus you get immunity to the type that you ignore making fire based demons look like weaklings. Not to mention, but the variations of the Pyromancy and the Pyromancy is really, really useful and get like a Fighter can make it good to fight Tiamat; whose immunities and resistances to spells just destroy Wizards, Warlocks, Sorcerors, Bards, Clerics, and Druids for their 6th level and less spells. Even using Meteor Swarm is going to be tough, unless if you use Heightened Spell with it cancel out her advantage on spell saving throws. I am replacing my Celestial Warlock in my campaign for a Firebender of the Fire Nation Pyromancer Sorceror. Only using fire and lightning options. It's going to be fun to roleplay.
I still think that out of all the spellcasters, Bards and Sorcerors are the absolute best for using for damage. Clerics & Druids are great for support and Wizards are good for warping terrain. But being a Circle of the Moon Druid makes you absolutely deadly.
Bards? Some low level spells are ok, but you have to wait till 6/10 to get high level spells that do damage. I personally think bards are buff/debuff MASTERS, not damage riders.
'The Cleverness of mushrooms always surprises me!' - Ivern Bramblefoot.
I'll worldbuild for your DnD games!
Just a D&D enjoyer, check out my fiverr page if you need any worldbuilding done for ya!
MAGICAL SECRETS, College of Lore
They can learn Meteor Swarm for free and it isn't even on the Bard's spell list. Nope, the Bard can learn it without their college. Magical Secrets 18th level. https://www.dndbeyond.com/classes/bard
Only if they take it with their lore one. Also, please put everything in one post. You can edit.
'The Cleverness of mushrooms always surprises me!' - Ivern Bramblefoot.
I'll worldbuild for your DnD games!
Just a D&D enjoyer, check out my fiverr page if you need any worldbuilding done for ya!
You can always check with the DM about reflavouring some spells or adding theme-appropriate spells from other lists. For example, perhaps the DM will let you choose Armor of Agathys or perhaps the Shield works by summoning ice shields in response to attacks. You can take Hold Person and modify it to use Strength instead of Wisdom and make it evocation instead of enchantment: this spell now works by causing coldness to turn air/water vapour into a layer of ice that forms on the target and holds them in place.
Expeditious Retreat could be you creating ice underfoot that you can slide across, the ice then instantly melting away. Kind of like Sub-Zero or Iceman. You can do something similar for Feather Fall. There's a lot of spells where you can keep the mechanics of it but change the flavour - the "description" of how it achieves the result. Some can have minor edits (like Hold Person above) to have it make sense (Hold Person originally works as a mental enchantment hence the Wis save and Enchantment school, but you could have it be "frozen in place" as a Strength save (to force the movement and shrug it off, breaking the ice) and Evocation (as you're manipulating energy into creating the freezing ice).
There's a section in the DMG which encourages things like this to make themes and stuff work. This is why there's not a huge variety of non-fire spells - because there's no need to create "other type" versions - the DMG already covers that in one section so the already large spell list doesn't get inflated. Casters require you to work with the DM to ensure you have spells appropriate for your character.
Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond.
Need help with Homebrew? Check out ✨ this FAQ/Guide thread ✨ by IamSposta.
Also, Icewind Dale: Rime of the Frostmaiden will have more ice spells in it, so if anyone wants ice based-spellcasters, there'll be more support for them in the future.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms