Half Cold, Half Heat (5e Subclass)
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Half Cold, Half Heat
Since you started developing your magic, you felt that you were prone to cold and heat magic. But you couldn’t decide in which one you should specialize, so you learned both.
I have listed every spell from the player’s handboook and from element evil that where related to ice and fire by the end of this post so it would be easier to the player and to the DM.
Cold and Heat Magic
At 1st level, when you choose a spell or a cantrip from sorcerer’s spell list, you must choose a spell related to cold or fire (all spells from PHB and EE listed in the end of this post) that fit in your spell slot level. If there’s neither cold or fire spells available, then you may choose any spell.
Cold and Heat resistant
Also at 1st level, every time you take a long rest you become resistant to cold or fire damage (your choice), until your next long rest.
Cold and Heat weapons
Beginning at 6th level, you can use a bonus action to create:
- A fire whip (1d6 fire damage, finesse, reach)
- Two daggers one of ice or one fire, or both of the same element (1d4 fire or cold damage, finesse, light, thrown 20/60)
- Or an ice spear (1d6 cold damage, thrown 20/60, versatile 1d8).
You’re proeficient with any of these weapons, and instead of using your strength or dexterity modifier, you use charisma. You can’t use more than one effect of this feature at the same time.
Cold and Heat form
At 14rd level, you acquire the ability to surface your powers. You can use an action to cover half of your body with embers and the other half with a thin layer of ice (you must choose which effect covers which side of your body). While you’re in this form, every time you use an action to cast a spell related to ice or fire, you can use your bonus action to cast frostbite or fire bolt, and your melee damage deals extra 1d6 of fire or cold (according to the side you’re attacking with). Meanwhile you’re resistant to fire and cold damage. This feature lasts for 4 turns.
You can cast this ability twice per long rest, and while it’s activated, you can cast fire and cold related spells without an arcane focus as if you were using one.
Cold and Heat soul
At 18th level, you can cast “Cold and Heat form” three times per long rest. Also, while using “Cold and Heat form”you become under the effect of investure of fire and of ice, gaining the following benefits:
- You are immune to cold and fire damage.
- The ground in 10-foot radius around is icy and is difficult terrain for creatures other than you. The radius moves with you.
- Any creature that moves within 5 feet of you for the first time on a turn or ends its turn there takes 1d10 fire damage.
- You can use your action to create a 15-foot cone of freezind wind extending from your outstreched hand in a direction you choose. Each creature in the cone must make a Constitution saving throw. A creature takes 4d6 cold damage on a failed save, or half as much on a successful one, A creature that fails its save against this effect has its speed halved until the star of your next turn.
- You can use your action to create a line of fire 15 feet long and 5 feet wide extending from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 4d8 fire damage on a failed save, or half as much damage on a successful one.
Moreover, while using “Cold and Heat form”, you can use your bonus action to create a pair of wings, one made of frost and another made of fire, if you do so, your movement speed becomes flying speed.
- Ray of Frost
- Control Flames
- Create Bonfire
- Fire Bolt
- Ice Knife
- Chromatic Orb (cold damage)
- Burning Hands
- Chromatic Orb (fire damage)
- Snilloc’s Snowball Swarm
- Aganazzar’s Scorcher
- Scorching Ray
- Sleet Storm
- Flame Arrows
- Ice Storm
- Wall of Fire
- Cone of Cold
- Investiture of Ice
- Investiture of Flame
- Delayed Blast Fireball
- Fire Storm
- Incendiary Cloud
- Meteor Swarm