Frost-touched Bloodline (5e Subclass)

From D&D Wiki
Jump to navigation Jump to search

Frost-touched Spells[edit]

Sorcerer Subclass

Embracing the raw power of winter’s fury, the Frostborn Sorcerer channels the ancient forces of ice and cold. Born with an innate connection to the freezing winds and snowy landscapes, their magic is imbued with the chilling essence of the frozen north. Frostborn Sorcerers are known for their control over ice, both as a weapon and a shield, and for their ability to shape the environment with the cold's relentless power.

Frost-touched Spells[edit]

Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Frost-touched Spells 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.

Frost-touched Spells
Sorcerer Level Spells
1st armor of agathys, ice knife
3rd rime's binding ice, snilloc's snowball swarm
5th sleet storm, slow,
7th elemental bane, ice storm
9th cone of cold, conjure elemental

Frostborn[edit]

At 1st level, you gain resistance to cold damage and can ignore difficult terrain caused by snow or ice.

Ice Manipulation[edit]

At 1st level, you gain the ability to manipulate ice in ways no one else has. As an action, you can choose one of the following effects:

  • Create a harmless spray of icy mist, cool to the touch, with a range of 60 feet. The mist fills a 1-foot cube and can take on a crude form of your choosing, lasting up to 1 minute.
  • Instantly snuff out a candle, torch, campfire, or other small flame within 60 feet.
  • Chill up to 1 pound of nonliving material or create up to 1 pound of ice that lasts for 1 hour without melting.
  • Form a single item of clothing (such as a boot or glove) made of ice. When you use this article of clothing for an unarmed attack, it adds cold damage equal to your Charisma modifier. The clothing lasts for 1 minute.

Heart of Frost[edit]

At 6th level, when you cast a cantrip or spell that deals cold damage, you add a bonus to the cold damage equal to your Charisma modifier (minimum of 1).

Additionally, whenever you cast a 1st-level or higher spell that deals cold damage, up to a number of creatures equal to your Charisma modifier (minimum of 1) within 15 feet must make a Constitution saving throw against your Spell Save DC. On a failure, their speed is halved until the end of your next turn.

Ice Form[edit]

At 14th level, you can also cast investiture of ice, which is added to your known spells without counting against your known spells.

When you cast investiture of ice without expending a spell slot, you gain temporary hit points equal to your Sorcerer level + your Charisma modifier for the spell's duration, and it does not require concentration.

You can cast investiture of ice without expending a spell slot once per long rest.

Aura of Frost[edit]

At 18th level, you can create a magical aura resembling a blizzard that envelops you and the surrounding area for 1 minute. Once per long rest, as an action, you can create this blizzard-like aura with a radius of 60 feet, centered on your location.

The aura moves with you. It is considered magical difficult terrain, and creatures' sight beyond 10 feet is blocked by the blizzard. The strong winds and heavy snowfall cause the area to be heavily obscured for any creature trying to perceive things inside the aura.

You can choose any number of creatures to be immune to the effects of your aura. Any creature within 60 feet of you at the start of their turn takes 4d6 cold damage.

Additionally, whenever you cast a spell that deals cold damage, you can roll one additional damage die if you roll the highest number on any of the dice. Any 1 rolled on the damage dice is considered a 2.

If you have the Elemental Adept feat with cold damage selected, you roll an extra 1d6 for the Aura of Frost damage, and any 1s or 2s rolled count as 3s instead.

0.00
(0 votes)

Back to Main Page5e HomebrewCharacter OptionsSubclasses