TLC’S D&D 5E Homebrew: The Elements: Ice

I’m a huge fan of RPGs. Like actual Role Playing Games, though now typically referred to as Tabletop RPGs or Pen and Paper RPGs. I haven’t been playing for too long, being introduced with the release of the fifth edition of Dungeons and Dragons or D&D 5e, but it has thoroughly taken over my life. Being an aspiring game developer, I can’t help but come up with my own ideas for how certain mechanics should work or new ideas on less fleshed out mechanics. Dungeons and Dragons, while having a rule set, greatly encourages this type of behavior and a community of “homebrewing” has formed.

So I’d like to share a few of my ideas:

THE ELEMENTS:

Magic is a very important part of Dungeons and Dragons whether your world is filled with magic or has barely any at all. While I love your standard wizard with mastery of many elements and styles of spells I’ve always enjoyed the fantasy of the spell-caster with limited scope but insane prowess over a single element. And while there does exist the ability to buff a character’s power over a single element some elements get much better treatment than others. We’re lookin’ at you fire.

This is the first in a series where I will be creating additional spells for each element. Except fire. Enjoy and tell me what you think @STGHazard

ICE MAGICKS:

ice_mage_by_adlovett-d4zjf2r

“Ice Mage” by adlovett

Last time we talked about water and how it represents life and love. Well, ice represents the exact opposite. Ice thematically fits together with the winter season representing death within the cycle of life. A cyromancer could represent this idea in a few ways. Perhaps they think death a necessary part of life. They focus on the -cycle- aspect of the whole thing. Feeling that before change can occur old ideas or corruption must first be destroyed. Images of ice melting off a plant invoke this idea.

The Cold can also represent the harshness of nature being the most hazardous thing man could weather. And those who brave its harshness, considered legendary. Even the dragon representing cold is the most simple, barbaric and savage. Perhaps your cyromancer is hardened druid with a high constitution who survived the worst your world has to offer. Maybe they come from a land where their coming-of-age ritual involves surviving a set of particularly hazardous mountain peaks.

Also, ice spells are cool as hell. So lets get started.

“The Witcher 3: The Wild Hunt – White Frost” by Ver1sa

Frigid Grip:

2nd Level Evocation:
Classes: Wizard, Druid, Sorcerer, Warlock
Casting Time: 1 Action
Range: Touch
Duration: Instantaneous

A cold frost envelopes your hands as you attempt to grasp a creature within range. Make a melee spell attack against a target, on hit the target takes 2d8 cold damage and they must make a Constitution saving throw or their speed will be halved for one turn. If you are grappling the creature they take an additional 2d8 cold damage.

At Higher Levels: +1d8 damage per spell level

Icy Parry:

2nd Level Conjuration:
Classes: Wizard, Druid, Sorcerer
Casting Time: 1 Reaction
Range: Self
Duration: Instantaneous

You create a thick sheet of ice in front of you in hopes of parrying a melee attack heading towards you. You increase your AC by 3 before you know if the attack hits or not. If the attack misses the attacker takes 3d8 cold damage as the shield explodes sending icy shards toward their direction. If the attack hits you nothing happens.

“Ice Spears” by BenWootten

Logan’s Javelins of Ice

3rd Level Conjuration
Classes: Wizard, Druid, Sorcerer
Casting Time: 1 Action
Range: 30 feet
Duration: Concentration, 1 Minute

You summon 3 javelins made of ice and throw them at a target within range making a separate ranged spell attack for each. On hit the target takes 1d8 piercing damage + 1d4 cold damage. Whilst this spell is active you can spend your bonus action to summon 1 additional spear and throw it.

At Higher Levels: +1 additional spear created initially.

Shiver:

4th Level Conjuration
Classes: Wizard, Druid, Sorcerer, Warlock
Casting Time: 1 Action
Range: 30 ft
Duration: Instantaneous

You remove the heat from a target in range dealing heavy damage and crippling the target. The target must make a constitution saving throw. On a failed save the target takes 6d8 cold damage, and they receive several conditions that lasts for 1 minute:
– Speed is halved
– -2 penalty to AC and Dexterity saving throws
– disadvantage on attack rolls
– take an additional 1d8 cold damage

The target may attempt an additional saving throw at the end of each of their turns. On a successful save the target takes half damage.

Absolute Zero:

9th Level Evocation
Classes: Wizard, Druid, Sorcerer, Warlock
Casting Time: 1 Action
Range: 100 ft
Duration: Instantaneous

You remove all of the heat from a 100 foot sphere within range. Targets within range must make a Constitution saving throw. On a failed save the targets take 20d8 cold damage, or half as much on a successful save. The terrain within range becomes difficult terrain for 1d4 weeks. And all targets’s speed are halved for one turn. If a creature is dropped to 0 HP they are killed outright as they are frozen completely solid.

“White Dragon” by BenWootten