Mystic Frost (5e Subclass)

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Mystic Frost[edit]

Sorcerer Subclass

Your innate magic comes from a great source of elemental cold. Maybe you were born during the most devastating winter storm your homeland had seen in centuries. Maybe somewhere in your familial lineage was a white or silver dragon, yet your powers manifested differently from others with draconic ancestry. Or perhaps, your body was frozen solid in the glacial depths of a northern sea, or by an angry archmage’s powerful assault; yet, despite all odds, your spirit persevered, and you were eventually thawed. Whatever the origin of your magic, your soul is permanently infused with an icy chill that externalizes itself through your power.


The Mystic Frost in a sorcerer tends to also express itself physically. At your option, you can pick from or roll on the Mystic Frost Quirk table to create a quirk for your character.
d6 Quirk
1 Your skin has a bluish tint and is cold to the touch.
2 Your fingers and toes are shriveled and nearly black, though you can still feel them.
3 No matter how hot it is, you never sweat.
4 Your breathing is slow, laborious, and always visible.
5 Your heart beats about twice a minute.
6 You shiver constantly while concentrating on a spell.
Mystic Frost Spells

You learn additional spells when you reach certain levels in this class, as shown on the Mystic Frost 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.

Sorcerer Level Spells
1st armor of Agathys, fog cloud
3rd gentle repose, warding windXGE
5th slow, wind wall
7th fire shield, ice storm
9th antilife shell, cone of cold
Frostbitten

1st-level Mystic Frost Feature

Starting at 1st level, you are resistant to cold damage, and you have advantage on saving throws to resist the effects of extreme cold. In addition, you ignore difficult terrain made of snow or ice.


Cold Stress

1st-level Mystic Frost Feature

Also at 1st level, once per turn when you deal cold damage to a creature, you can force it to make a Constitution saving throw against your spell save DC. On a failed save, its movement speed is halved until the end of its next turn.

You can use this feature a number of times equal to your Charisma modifier, and you regain all uses after a long rest.


Arcane Chill

6th-level Mystic Frost Feature

The cold in you is so pervasive, it even affects your magic. Starting at 6th level, when you cast a cantrip or spell that deals acid, fire, lightning, poison, or force damage, you can change its damage type to cold. When you do so, you add your Charisma modifier to one of the spell’s damage rolls.

Once you use this feature, you must complete a long rest or spend 2 sorcery points to use it again.


The Long Winter

14th-level Mystic Frost Feature

At 14th level, you gain the ability to summon forth blizzard-like conditions, including blinding snow and howling winds. As an action, you can expend 2 sorcery points to create a 20-ft radius aura centered on yourself. Any creature besides yourself within that aura when you summon it or who starts its turn within the aura must make a Constitution saving throw against your spell save DC. On a failed save, the creature takes 2d6 cold damage and is blinded & deafened until it leaves the area. The creature can also make a Constitution saving throw at the end of its subsequent turns to end the effect. On a successful save, the creature takes half damage and is not blinded or deafened, but has disadvantage on any ability checks requiring sight or sound.

You and a number of creatures you choose up to your Charisma modifier are unaffected by this aura. It lasts for 1 minute, and you must concentrate on it (as if you were concentrating on a spell). Once you use this feature, you must complete a long rest to use it again.


Hypothermic

18th-level Mystic Frost Feature

At 18th level, the freezing temperatures within have made your body thoroughly frigid. You are immune to cold damage and have resistance to fire and necrotic damage. You do not suffer any of the effects of extreme cold. In addition, your spells ignore resistances to cold damage and treat immunities as resistances.


Absolute Zero

18th-level Mystic Frost Feature

Your winter is everlasting, and may the gods help anyone who tries to end it. Starting at 18th level, when a creature reduces you to 0 hit points but doesn’t kill you outright, you drop to 1 hit point instead. Each creature of your choice that you can see within 30 ft of you takes 4d8 cold damage.

You can then force the triggering creature to make a Charisma saving throw against your spell save DC. On a failed save, it is restrained as creeping ice begins to encase its body. It must then repeat the saving throw at the start of its subsequent turns. If it succeeds three times, the ice dissipates and it is no longer restrained. If it fails three times, it is frozen solid and is considered petrified. The successes or failures do not need to be consecutive. If the creature takes fire damage, it automatically counts as 1 success. The creature can only have the petrified condition ended by greater restoration or a wish spell.

Once you use this feature, you cannot use it again until you complete a long rest.



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