Ice Origin (5e Subclass)
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Your innate magical powers come from the cold and snow itself. Perhaps you were born during an intense blizzard, or maybe you were born in an area that constantly experiences extreme cold, and you just happened to be born with magical prowess which was somehow activated by your environment. Whatever the reason, you are one with the snow and cold, and command it’s powers.
- Ice Wave
Casting time: 1 action
Range: Self (15-foot cone)
Components: V, S
After you touch the ground, a thin sheet of ice rapidly extends forth in a 15-foot cone, then ruptures, causing spikes of ice to launch skyward. Each creature in the cone must make a Dexterity saving throw. A creature takes 1d6 cold damage on a failed save, or half as much on a successful one.
The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
- Ice Body
Starting at the first level, when you choose this sorcerous origin, your skin is cold almost like it is completely frozen. You have resistance to cold damage, and aren’t affected by extreme cold.
- Child of the Cold
Also at the first level, when you choose this sorcerous origin, whenever you cast a spell, you become encased in a layer of ice that protects you. When you cast an ice spell of 1st level or higher, you can gain Temporary hit points equal to your Charisma mod + your Sorcerer level. Temporary hit points gained from this ability last for 1 minute. You cannot benefit from this effect while you still have Temporary HP gained from this ability.
- Ice Beam
1st level evocation spell
Casting time:1 Action
Range: 120 feet
Components: V, S
A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell Attack against the target. On a hit, it takes 3d10 cold damage, and its speed is reduced by 10 feet until the start of your next turn.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
- Cold Snap
When you reach 6th level, you are able to encase your enemies in a block of ice. As an action, you can spend 2 sorcery points to try and trap an enemy that you can see within 60ft in a block of ice. They must make a Strength saving throw against your spell save DC, and if they fail, they are immobile and restrained. At the end of each of their turns, they can repeat the saving throw. The ice block has HP equal to your Charisma mod + your Sorcerer level, and whenever a target encased in ice is damaged, so too is the block of ice. If the block of ice reaches 0 HP or takes damage by fire damage from 3 separate attacks, it crumbles or melts, whichever is most appropriate. You can use a bonus action to destroy the block of ice from any range. If you try to use this feature while it is already in use, the ice block that is currently active crumbles and falls apart.
- Encompassing Blanket
At the 14th level, you can blanket your surroundings with billowing winds and sheer cold. You can use this ability a number of times equal to your Charisma modifier. As an action, you can turn the area around you into difficult terrain, specifically a 15 foot radius sphere centered on you, that lasts for 1 minute and moves with you. When a creature ends it’s turn in or moves into the range of this ability, it takes 3d6 cold damage, once per turn. You are immune to these effects. You regain all uses of this ability each long rest.
- Step of Frost
At 18th level, you become more mobile on ice. While Encompassing Blanket is active, you gain the effects of the Dash action without spending your action, as well as can freeze water as you come near to it, granting you the ability to walk across it. As an action, you may also create ice structures within the range of Encompassing Blanket, ranging from a block of ice to a staircase of ice. These ice structures last until they are no longer completely within range of Encompassing Blanket, but they aren’t destroyed this way until all of the structure is out of Encompassing Blanket’s range. If they are destroyed this way, they crumble into a pile of snow. As a bonus action, you may dismiss any number of these ice structures. Ice and winds created by this ability are not affected by temperature. You may not create an ice structure using this ability in a space that is occupied by another creature.