Frost Origin (5e Subclass)
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Your innate magic commands the element of ice, and stems from the blizzard contained within your soul. Perhaps you were touched by the essence of the para-elemental plane of ice as a child, or you descended from one of Auril's chosen. Perhaps you were granted a mote of power from the Goddess herself. Whatever the source, this power both dangerous and beautiful, has manifested within you.
Note: See https://homebrewery.naturalcrit.com/share/SJKiAbv7E for the official homebrew document for this subclass, containing the additional class specific spells.
- Frost Origin Bonus Spells
|1st||armor of agathys|
|3rd||snilloc's snowball swarm, Spike Growth|
|5th||boulders of winter|
|7th||conjure minor elementals,*|
|9th||cone of cold|
|11th||wall of ice|
* Unless you gain this spell from another source, you can summon only ice mephits with it.
Propelled by a heart of ice, the blood in your veins runs cold. At 1st level, you’re naturally adapted to cold climates, as described in chapter 5 of the Dungeon Master’s Guide. You can also speak, read, and write Primordial. (Knowing this language allows you to understand and be understood by those who speak its dialects: Aquan, Auran, Ignan, and Terran)
In addition, any spell you cast that deals damage, you can choose to deal cold damage instead (no action required).
Blood of Ice
The arcane magic you command is infused with elemental ice. As the magic flows through your body, you discover you can create layers of frost upon your skin. While you are not wearing armor or wielding a shield, your AC equals 10 + your Dexterity modifier + your Charisma modifier.
Additionally, at 1st level you gain minor control over the frost magic within you. As an action, you can magically freeze (or unfreeze) a freezable object/substance you can touch with your hand. The substance you freeze must fit within a 5-foot cube. You can also extinguish small fires within 15 feet of you, assuming the area of fire also fits within a 5-foot cube and at 5th level you can create small objects of ice.
Beginning at 6th level, you can use a bonus action to turn areas of water to ice within a 40 foot cube centered on a point within 120 feet of you. You can also freeze areas of water that would trap a creature in ice.
Additionally, moving across areas of difficult terrain created by ice or snow no longer costs extra movement, and you gain resistance to cold damage.
Starting at 6th level, you can use your action and spend 1 sorcery point to create a simple object or structure made of ice, such as a stairway, a sword, or a solid block. It must reside within a 15 foot (30 foot at level 10, 50 foot at level 16) cube centered on a point within 120 feet of you. If you attempt to encase the lower half of a creature of Medium size or smaller in ice, the creature can make a Dexterity saving throw. On a success, it evades the effect and is not trapped. If it fails, it is encased in the ice, and is considered restrained. The target remains restrained until the ice is destroyed . If the creature is of Large size or bigger, it automatically succeeds on the saving throw.
You can dismiss any of your creations by use of a bonus action.
At 10th level, your creation are of True Ice instead .
- The Nature of Ice - The ice that you create is abnormally cold and dense, but it isn't magical. At room temperature, it melts at a rate of 1 foot every 8 hours. The DM may rule that environmental factors increase or decrease this rate. Each 5 foot square section of ice has AC 10, 30 hit points, and vulnerability to fire damage. Reducing a frozen section to 0 hit points destroys it.
Creations made of True Ice are magically durable. They do not melt, and their sections have AC 20 and 50 hit points.
At 14th level, you gain Otiluke's Freezing Sphere as an available spell to learn. Additionally, spells you cast ignore resistance to cold damage, and whenever you deal cold damage to a creature with a spell of 1st level or greater, you can reduce its speed by half on its next turn.
Beginning at 18th level, as an action, you can spend 5 sorcery points to exude a freezing aura to a distance of 20 feet. For 1 minute or until you lose your concentration (as if you were concentrating on a spell), you have immunity to cold damage, and resistance to fire damage, surfaces within the aura become coated in frost, water freezes instantly, and you take on the appearance of a minor god or goddess of winter.
A hostile creature that starts its turn within the aura must succeed on a Constitution saving throw or take 2d8 cold damage and become restrained until the start of its next turn. A creature that has failed the saving throw must continue making saving throws at the start of it's turns if it remains within the aura. A creature that succeeds on this saving throw is immune to this effect for the next 24 hours. At the beginning of your turn, you can expand or reduce the range of the aura by 10 feet, to a maximum of 100 feet.