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*Dungeons & Dragons
The Frostmage; for Cold Hearted Sorcerers
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<blockquote data-quote="77IM" data-source="post: 7337393" data-attributes="member: 12377"><p>It's not bad. Some feedback:</p><p></p><p><strong>Tongue of the Frostdwellers</strong></p><p>Giant is way better than the other choices here. I'm not sure how to improve this. Actually, I think you could probably give out all 3 languages, for free, and it would probably be balanced (since winter wolf and yeti will come up so rarely).</p><p></p><p><strong>Wintery Armor</strong></p><p>Kinda weak. You're basically giving them <em>barkskin</em> on a short rest and it doesn't require concentration -- but it gives vulnerability to fire damage. Contrast something like the dragon sorcerer's AC 13 + Dex, which is probably around AC 15-16, but lasts forever and doesn't require an action and doesn't give fire vulnerability.</p><p></p><p>A mild suggestion is to make this a bonus action so it doesn't use up your turn. OR have it last much longer -- say, "8 hours, or until you take 1 or more points of fire damage."</p><p></p><p>A more extreme suggestion would be to model this on the abjurer wizard's arcane ward; you can create it for free, but it regenerates when you cast cold spells, rather than abjuration spells. The ward itself might be resistant to cold and vulnerable to fire, rather than granting that to you.</p><p></p><p>Also, I feel like this class needs something at 1st level to make it actually better at cold spells. Even something simple like, "You learn the <em>ray of frost</em> cantrip. It doesn't count against your number of spells known."</p><p></p><p><strong>Bleak Midwinter</strong></p><p>This looks fine; it's pretty similar to the Storm sorcerer's level 6 ability.</p><p></p><p>Note though that the Storm sorcerer gets another ability at 6th level, too.</p><p></p><p><strong>Frosty Secrets</strong></p><p>Not bad, but I would apportion these out gradually at 1st, 6th, and 14th level. I think this would address how few abilities this class has at 1st and 6th level.</p><p></p><p>Then I'd give some sort of cool movement/utility power at 14th level, maybe costing sorcery points. My best idea:<p style="margin-left: 20px"><strong><em>Ice Structures.</em></strong> As an action, you can create shapes out of solid ice in an unoccupied space you can see within 30 feet, or reshape existing ice you can see within 30 feet. You can only make solid connected objects, like stairs, walls, or archways; moving parts or loose objects are not possible. This costs 1 sorcery point per 5-foot cube created or shaped. Each 5-foot cube has AC 12 and 10 hit points, and is vulnerable to fire damage. Ice created in this way melts after 1 hour, unless the ambient temperature is below freezing, in which case it is permanent.</p><p></p><p>So it's like a super-weak <em>wall of ice</em> which is a 6th-level spell, but more oriented towards building stairs, bridges, or giant palaces on mountain tops.</p><p></p><p><strong>Cold Emperor</strong></p><p>I actually like this ability, but it seems too strong. Imposing vulnerability is incredibly powerful. You might want to make this a "save ends" type of effect but I'm not sure what saving throw is really appropriate. This ability does cost your action which is a major sacrifice, and is a bummer if the creature makes its save to shake off the vulnerability before you can even hit them.</p><p></p><p>I think limiting this to one single time is probably enough -- "the next time the creature takes cold damage within the next minute, it is vulnerable to that cold damage." Then you don't need to do "save ends" and you're guaranteed at least one double-damage attack. I'd also specify that this effect does not work on creatures that are immune to cold damage.</p></blockquote><p></p>
[QUOTE="77IM, post: 7337393, member: 12377"] It's not bad. Some feedback: [B]Tongue of the Frostdwellers[/B] Giant is way better than the other choices here. I'm not sure how to improve this. Actually, I think you could probably give out all 3 languages, for free, and it would probably be balanced (since winter wolf and yeti will come up so rarely). [B]Wintery Armor[/B] Kinda weak. You're basically giving them [I]barkskin[/I] on a short rest and it doesn't require concentration -- but it gives vulnerability to fire damage. Contrast something like the dragon sorcerer's AC 13 + Dex, which is probably around AC 15-16, but lasts forever and doesn't require an action and doesn't give fire vulnerability. A mild suggestion is to make this a bonus action so it doesn't use up your turn. OR have it last much longer -- say, "8 hours, or until you take 1 or more points of fire damage." A more extreme suggestion would be to model this on the abjurer wizard's arcane ward; you can create it for free, but it regenerates when you cast cold spells, rather than abjuration spells. The ward itself might be resistant to cold and vulnerable to fire, rather than granting that to you. Also, I feel like this class needs something at 1st level to make it actually better at cold spells. Even something simple like, "You learn the [I]ray of frost[/I] cantrip. It doesn't count against your number of spells known." [B]Bleak Midwinter[/B] This looks fine; it's pretty similar to the Storm sorcerer's level 6 ability. Note though that the Storm sorcerer gets another ability at 6th level, too. [B]Frosty Secrets[/B] Not bad, but I would apportion these out gradually at 1st, 6th, and 14th level. I think this would address how few abilities this class has at 1st and 6th level. Then I'd give some sort of cool movement/utility power at 14th level, maybe costing sorcery points. My best idea:[INDENT][B][I]Ice Structures.[/I][/B] As an action, you can create shapes out of solid ice in an unoccupied space you can see within 30 feet, or reshape existing ice you can see within 30 feet. You can only make solid connected objects, like stairs, walls, or archways; moving parts or loose objects are not possible. This costs 1 sorcery point per 5-foot cube created or shaped. Each 5-foot cube has AC 12 and 10 hit points, and is vulnerable to fire damage. Ice created in this way melts after 1 hour, unless the ambient temperature is below freezing, in which case it is permanent.[/INDENT] So it's like a super-weak [I]wall of ice[/I] which is a 6th-level spell, but more oriented towards building stairs, bridges, or giant palaces on mountain tops. [B]Cold Emperor[/B] I actually like this ability, but it seems too strong. Imposing vulnerability is incredibly powerful. You might want to make this a "save ends" type of effect but I'm not sure what saving throw is really appropriate. This ability does cost your action which is a major sacrifice, and is a bummer if the creature makes its save to shake off the vulnerability before you can even hit them. I think limiting this to one single time is probably enough -- "the next time the creature takes cold damage within the next minute, it is vulnerable to that cold damage." Then you don't need to do "save ends" and you're guaranteed at least one double-damage attack. I'd also specify that this effect does not work on creatures that are immune to cold damage. [/QUOTE]
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