Ice Rock (5e Subclass)

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Ice Rock[edit]

Sorcerer Subclass

At some point in your life you touched a mysterious rock that radiates pure cold, filling you with powerful icy energy.

Icy Bonus Spells
Spell Level Spells
1st ice knife
2nd snilloc's snowball swarm
3rd sleet storm
4th ice storm
5th cone of cold
Frozen Curse

The icy rock has bestowed you powerful energy, but the energy is so cold that it weakens your body. Your maximum HP is decreased by 4.

Chaotic Cold

At the first level, the icy energy inside you seeks to escape at random times. Whenever you roll a natural 1 or 2 on an ability check or saving throw, you release a pulse of damaging cold energy in a 20 foot radius sphere centered on yourself. Creatures in the area must succeed a Dexterity saving throw or take 2d6 cold damage. When casting a spell that deals cold damage, this energy boosts the power of the spell, causing it to be cast at a level 1d2 higher than the slot used.

Icy Counters

At the 6th level, you gain greater control over your icy powers, and are able to employ the powers to damage those who attack you. When hit by a melee attack, you may use your reaction to deal cold damage to the attacker equal to 1d4 for every 2 sorcerer levels.

Freeze Effect

At the 14th level, your icy magic becomes even more potent, and you gain the ability to freeze things with cold energy. When you cast a spell dealing cold damage, the following effects occur:

  • The level of the spell is increased by one, in addition to the level increase caused by Chaotic Cold.
  • Creatures who fail their saving throw against the spell must roll another Constitution saving throw, with advantage if the creature is not incapacitated. On a failed save, the creature is frozen. A frozen creature is incapacitated and takes 4d4 cold damage at the start of each of its turns. The creature may repeat the saving throw at the end of each of its turns. On a successful save, the creature thaws.
  • The area the spell effected becomes covered in slippery ice. Any creature other than yourself moving through the area must make a Dexterity saving throw for every 10 feet it travels. On a failed save, the creature falls prone. You are capable of sliding across the ice at a speed twice your normal speed.
Blizzard Aura

At the 18th level, you gain immunity to cold damage. In addition, you can use an action to spend 5 sorcery points to create a blizzard in a cylinder with radius up to 1 mile and height up to 200 feet, centered on yourself. The blizzard lasts for 10 minutes, or until you dismiss it as a bonus action. Within the blizzard, the following effects occur.

  • Creatures of your choice take 4d4 cold damage at the end of each of their turns.
  • The area containing the blizzard becomes lightly obscured to all creatures other than yourself.
  • Creatures other than yourself in the blizzard that are usually immune to cold damage instead resist cold damage.
  • The spell meteor swarm deals cold damage instead of fire damage.
  • Creatures have a disadvantage on saving throws against spells dealing cold damage.
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