Sorcerer
Base Class: Sorcerer

This subclass represents Part B: Ice Sorcery (Sorcerer) of the Blue Mage prestige class. It focuses on expanding the character's Cold spell repertoire, transforming into an Elemental, summoning and multiplying Ice Mephits, and developing increasingly powerful winter magic.

It is designed to be used alongside Part A: Pact of the Frost Curse (Warlock), which represents the Blue Mage's mastery of freezing curses and magical restraint. The Warlock subclass focuses on weakening enemies through accumulating Frost Curse penalties, transferring Hex between targets, converting spell damage into Cold, and overcoming resistance and immunity to Cold damage.

For the intended Blue Mage progression, take Warlock at 1st character level, Sorcerer at 2nd character level, and alternate between the two classes thereafter, reaching Warlock 10 / Sorcerer 10 at 20th character level.

Blue Mage prestige features begin at 5th character level, when the character reaches Warlock 3. Pact of the Frost Curse subclass features begin at 5th character level, while Ice Sorcery subclass features begin at 6th character level, when the character reaches Sorcerer 3.

Both subclasses are independently playable. Ice Sorcery provides elemental transformation, expanded winter spells, summoned Ice Mephits, proliferating elemental companions, and enhanced Cold magic, while Pact of the Frost Curse provides accumulating ability-score penalties, flexible Cold damage conversion, rapid Hex transfers, and increasingly powerful frost magic. Together, they combine precise magical restraint, battlefield control, and elemental power to create opportunities for peaceful resolution.

Blue Mages believe that peace is achieved through restraint rather than domination. Ice Girl, born in Rainbowland's snow-covered Blue Region and now living in the Green Region, embodies this philosophy through her dedication to resolving disputes without unnecessary violence. She uses Blue Colour Magic to create the stillness in which mercy, justice, forgiveness, or other resolutions can be freely chosen.

For a Blue Mage, acceptance is not defeat. It is recognising when continued conflict serves neither side. Their purpose is not to determine the outcome of a dispute, but to create the opportunity for those involved to decide what comes next.

Ethos: “Peace through de-escalation.”

Epic boon

This feature serves as a progression placeholder for the Blue Mage prestige class and grants no additional abilities, resources, feats, or Epic Boons.

Epic Boon feats remain available through the normal character progression rules, subject to their usual prerequisites.

Epic Boon

This feature serves as a progression placeholder for the Blue Mage prestige class and grants no additional abilities, resources, feats, or Epic Boons.

Epic Boon feats remain available through the normal character progression rules, subject to their usual prerequisites.

Blue Colour Magic

You always have these spells prepared, without counting against your prepared spells, once your Sorcerer class progression grants spells of their level (multiclass spell slots don't qualify): Ray of Frost (cantrip), Ice Knife (1st), Gust of Wind (2nd), Sleet Storm (3rd), Ice Storm (4th), and Cone of Cold (5th).

Whenever a creature fails a Dexterity saving throw against your Sleet Storm, it takes an extra 1d6 Cold damage, plus 1d6 for each slot level above 3rd. This applies on later rounds; all other effects are unchanged.

Sorcerer Level 10 — Wall of Ice. You always have Wall of Ice prepared, and it doesn't count against your prepared spells. You can cast it once without expending a spell slot, regaining this free casting when you finish a Long Rest. You can also cast it using any available spell slot of 6th level or higher, even though your Sorcerer level would not normally allow you to prepare 6th-level spells.

Winter Elemental Transformation

Your creature type permanently becomes Elemental. You also count as your original type for beneficial effects, healing, resurrection, equipment, and feature eligibility; for all other purposes, you count only as Elemental.

You have Cold Resistance, becoming immune to Cold damage while Innate Sorcery is active.

Innate Arcana

You add your Charisma modifier to Intelligence (Arcana) checks.

Summon Ice Mephit

You gain the Summon Ice Mephit spell, a 2nd-level Conjuration spell that doesn't require Concentration. You can cast it once per Short Rest without expending a spell slot, treating it as a 2nd-level casting that summons one Ice Mephit. You can also cast it normally using spell slots of 2nd level or higher.

All your Ice Mephits, including those created by Winter's Proliferation or Icy Replication, use your Sorcerer class level for their statistics and scaling and follow the spell's combat command, duration, and recasting rules.

Exploration Mephit. Outside combat, you can summon and maintain one separate exploration Mephit without casting the spell, expending a spell slot, or using your free casting. It follows your telepathic instructions and takes ordinary exploration actions without requiring a Bonus Action. It lasts until dismissed or destroyed but disappears immediately when Initiative is rolled and never becomes a combat Mephit.

You learn Aquan and can communicate telepathically with your Mephits within 120 feet.

D&D Beyond Setup. To add your Ice Mephit's stat block to your character sheet, open Extras → Manage Extras → Summoned, search for Ice Mephit (Rainbowland Variant), and add the homebrew monster to your character. You can also find the monster here: https://www.dndbeyond.com/monsters/6849622-ice-mephit-rainbowland-variant. This is a one-time manual setup. Use the stat block to track your Mephit's statistics, attacks, Hit Points, and abilities; its statistics scale with your Sorcerer class level. Adding the monster to Extras doesn't automatically create or remove Mephits when you cast the spell or trigger Icy Replication. Track the number of active Mephits manually.

Winter's Proliferation

When you personally score a Critical Hit with an attack that deals Cold damage, or a creature rolls a natural 1 on a saving throw against your Cold-damaging spell, feature, or effect, you can expend a spell slot of 1st level or higher to create one combat Mephit without an action in an unoccupied space you can see within 90 feet.

Each qualifying roll is a separate trigger, including multiple natural 1s against one effect and saves on later rounds (such as Sleet Storm); a natural 1 qualifies even on a successful save.

Summoned creatures' attacks don't qualify. A Mephit's Rend Critical Hits and Frost Burn natural 1s instead trigger Icy Replication.

Winter Elemental Empowerment

You gain Empowered Spell as an additional Metamagic option.

Once per round, while Innate Sorcery is active, you can apply Empowered Spell to a Cold-damaging spell without spending Sorcery Points.

Additional uses of Empowered Spell during the same round cost Sorcery Points normally.

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