Frostveil Sage will be a close quarters spellcaster and required to be in melee range. They wear only Robes but have a ton of ways to boost their AC either through Spells or with both INT/DEX being fully added to AC while not wearing armor.
All spells also have reduced range to 8m. Given that before Level 5 they can Cast a Spell/Cantrip+ Unarmed Attack and at Level 5 can Cast a Spell/Cantrip + Melee Attack + Unarmed Attack all spells have had their damage reduced. Stacking Frostbite, which can additively be stacked, will then empower spells for extra damage so this will alleviate the nerfs in somewhat of a controlled manner. Balancing this class will not be easy so will look too feedback from everyone once it is released
Passives
Iceforged: Through their exposure to the unrelenting cold of celestial frost realms, the Frostveil Sage’s body and mind have been fundamentally transformed. Hardened by the freezing environments they traversed, their form now radiates a natural resilience, granting additional Armor Class from their Intelligence Modifier.
Frostbite: Your mastery of frost magic curses enemies with Frostbite. Certain spells apply stacks to the target, increasing their vulnerability to cold and causing all other spells which do not inflict Frostbite to deal additional Cold damage scaling based on your Character level. At 8 or more stacks, the next cold damage they take is doubled, scaling with Frostbite. In addition, allows using Frostbite Enclosure to freeze targets.
Frost Incarnate: Drawing upon their mastery of celestial frost, the Frostveil Sage transforms into a veil of frigid air. In this form, their physical presence becomes insubstantial, reducing the damage of incoming attacks by 1d4 + Intelligence Modifier, as the icy essence of the frostveil absorbs the impact. Can be used Once per Turn and scales with Level starting with 1d4, 1d6 and finally 1d8.
Frost Weaver: Mastering the balance of frost magic and martial combat, the Frostveil Sage seamlessly weaves spells and strikes. After casting a spell or cantrip, they can deliver a swift melee attack as a bonus action and Chillbound Strike as a free action ensuring their icy wrath remains unrelenting in both magic and melee.
Cryomancer's Reach: By extending your mastery over frost magic, enhance the range of your Frostveil spells using Mind Surge. When enabled, certain spells gain 18m range, amplifying control over the battlefield with precision and reach.
Chillbound Strikes: Deliver an unarmed strike imbued with icy energy dealing Cold or Bludgeoning damage + half your Dexterity Modifier. These chilling attacks, performed as Bonus Actions seamlessly integrates with Frostveil Sage’s frost-infused combat style. Scales with Level starting with 1d4, 1d6 and finally 1d8.Chillbound Strike (Cold): Deliver an unarmed strike imbued with icy energy dealing Cold damage + half your Dexterity Modifier. Applies 1 stack of Frostbite.Chillbound Strike (Bludgeoning): Deliver an unarmed strike dealing Bludgeoning damage + half your Dexterity Modifier.
Icy Finesse: The Frostveil Sage’s mastery of celestial frost has refined their movements, allowing them to wield weapons with unparalleled grace. This passive enables the Sage to use Dexterity instead of Strength for all weapons they are proficient in and unarmed strikes, except heavy weapons.
Iceborne Mastery: The Frostveil Sage’s unparalleled control over their magic allows them to cast ranged spells with ease, even in the chaos of melee combat ensuring their spells strike true without any Disadvantage.
Cerebral Enhancements
Chilling Backdraft: Retaliate with a frigid beam of cold energy streaming away and toward the caster as the spell strikes the target dealing Cold damage. On impact, the target and the frost remnants are pulled back toward the Sage. Can also be used as a Reaction but in addition costs Mind Surge and will inflict Crippled. Absorbs and removes Frostbite dealing additional Cold damage.
Frozen Empowerment: Draw strength from the icy terrain beneath you, amplifying your frost magic with a surge of celestial energy. While standing on a frozen surface, the Sage’s spells deal an additional 1d4 Cold damage. This icy synergy enhances their destructive potential, making the Frostveil Sage a force to be reckoned with in frost-covered terrain.
Chillstride: Standing atop frozen surfaces, the Frostveil Sage moves with effortless grace. While on ice, they become immune to being knocked prone and gain 5m increased Jump distance, embodying the fluidity of frost itself..
Intellectual Agility: Your sharp intellect enhances your reaction speed, improving your initiative based on your Intelligence Modifier. Start each encounter with heightened awareness and readiness.
Cantrips
Frostveil Fracture: Deliver a precise strike, dealing Cold damage to the target. As the frostveil energy connects, it erupts beneath the target, creating a small burst of ice that splinters upward. Absorbs and removes Frostbite dealing additional Cold damage. Using Mind Surge will inflict Prone.
Glacial Arc: The Frostveil Sage channels celestial frost through their weapon, swinging it in a wide, arcing motion. The icy slash cleaves through multiple enemies, dealing Cold damage and leaving a shimmering trail of frost in its wake. Applies 1 stack of Frostbite.
Frostbite Touch: Reach out with a touch imbued with icy power, delivering a chilling strike that deals Cold damage and inflicts frostbite. When using Mind Surge this frigid affliction amplifies cold damage, leaving the target Vulnerable to further frost-based attacks. Applies 4 stacks of Frostbite.
Frostbite Enclosure: Amplify the accumulated Frostbite stacks on the target, encasing them in solid ice. At 4 Frostbite stacks the target becomes Frozen for 1 turn and at 4 stacks for 2 turns as well as becoming Vulnerable to Force, Bludgeoning and Thunder damage. Dealing those damage types will shatter the ice and end the condition.
Spells
Hypothermic Collapse: Induces a chilling condition causing frost to permeate the target’s body. When the target’s health falls below 10%, the frost overtakes them entirely, freezing their blood and body. The target shatters in a violent explosion, releasing deadly frost shards that deal cold damage to all enemies within 3m.
Cryogenic Core: Hurl a frozen orb that strikes a target, dealing Cold damage and freezing the ground beneath them. The orb then deflects to two additional targets in 8m range dealing half the original damage. Absorbs and removes Frostbite dealing additional Col damage.
Permafrost Monolith: Summon a towering pillar of eternal ice that erupts from the ground dealing Cold damage every turn. After 6 turns, the monolith crumbles into shards, releasing a freezing cloud that lingers in the area, dealing frost damage to all caught within. Applies 1 stack of Frostbite.
Cryothermal Siphon: Conjure 3 chilling beams that latch onto targets, siphoning their warmth and vitality granting you 3 Armor Class which is reduced by 1 every time you are attacked. This relentless frost beam continuously drains the target reducing their Movement Speed and deals Cold damage each turn while the connection persists.
Frozen Solace: The Frostveil Sage envelops their target (Enemy or Ally) in celestial frost, Freezing them in place and rendering them Incapacitated but healing each turn and gaining 2 Armor Class. When cast on themselves, the Sage gains 2 Armor Class, reduced movement, and healing but retains full ability to attack and cast spells.
Cryostar Descent: Calling upon the celestial frost realms, the Frostveil Sage summons icy beams that descend from the heavens, striking 2 targets for Cold damage. These frigid rays leave a shimmer of frost in their wake, embodying the Sage’s mastery over otherworldly ice magic. Absorbs and removes Frostbite dealing additional Cold damage.
Glacial Spear: Conjure a spear of pure ice, honing it to a razor-sharp point before hurling it at their target. The icy weapon strikes with chilling force, inflicting Cold damage and leaving the target bleeding as shards of frost bite deep into their flesh.Absorbs and removes Frostbite dealing additional Cold damage.
Rime Beacon: The Frostveil Sage opens a veil in the sky, releasing a frigid beam of cold air that latches onto a target. The icy beacon follows the target wherever they move, dealing Cold damage every turn. Nearby enemies are also chilled by its presence, taking Cold damage as the frost radiates outward from the afflicted. Applies 1 stack of Frostbite.
Frigid Burst: Project an intense surge of celestial frost, releasing it in a triangular cone of freezing energy. The chilling blast crystallizes the air, enveloping everyone in biting cold dealing Cold damage. Applies 2 stacks of Frostbite.
Frostveil Singularity: The Frostveil Sage summons a swirling frost core that draws in air, condensing it into icy energy before erupting in a powerful frost explosion, dealing Cold damage damage to all nearby. Absorbs and removes Frostbite dealing additional Cold damage.
Celestial Frostwave: With a commanding gesture, the Frostveil Sage channels a torrent of celestial frost energy, creating a massive wave of freezing cold around them dealing Cold damage. Using Mind Surge will prevent Reactions. Applies 2 stacks of Frostbite.
Winter’s Mantle: Radiate an aura of celestial frost, shrouding nearby allies in the power of winter. While within the radius of this icy mantle, allies are Resistant to Cold and their attacks imbued with cold energy, dealing additional 1d4 Cold damage reflecting the Sage’s mastery over the frozen realms.
Frigid Domain: The Frostveil Sage summons a chilling field of frigid air, creating a frozen expanse that envelops all within it. All inside the domain take persistent Cold damage, their movements slowed by the biting frost and icy terrain. Applies 1 stack of Frostbite.
Progression
Level 1
Three-quarters spellcaster (Same as Psionic Warden and gets up too 2 Level 4 Spells)
Simple Weapons and Longswords (no armor as you are not expected to wear one)
Frostbite
Chillbound Strikes
Icy Finesse
Iceforged
Select 2 Cantrips
Level 2
Select 2 Spells
Iceborne Mastery
+1 Mind Surge
Level 3
Frost Incarnate
Cerebral Enhancement
Level 4
Feat
Select 2 spells
Level 5
Frost Weaver
Select 1 Spells
Select 1 Cantrip
+1 Mind Surge
Level 6
Cerebral Enhancement
Level 7
Select 2 Spells
Level 8
Feat
+1 Mind Surge
Select 1 Spell
Level 9
Select 2 Spells
Cerebral Enhancement
Level 10
Select 1 Spell
Level 11
+1 Mind Surge
Cerebral Enhancement (Level 3)
Level 12
Select 2 Spells
7 comments
Chillbound strikes sucks so much. The fact most unarmed attack equipment doesn't work with chillbound strikes makes this subclass very, very bad. It also scales with dexterity, and that means it can't get value out of tavern brawler.
Most spells are just so weak it's baffling, frostbite enclosure is fine but the rest just seems so weak for no reason.
Action economy is weird, everything is an action so it takes 2 turns to do a rotation, it's basically unplayable without haste; Most of your spells are just raw damage (and somehow they deal low damage), there is barely any utility in them; Friendly fire happens every time you cast since the AOEs are huge; The pillar is borderline unusable, and the fog gets in the way of your casting.
Frostbite either stacks too fast or too slow, and even at 8 stacks it gives minimal bonus damage, you are basically forced to spend spells every enconter to get value out of them and you have very few spells.
Proficiencies are weird as hell, why only longswords? Being able to only use simple weapons mean you are a melee character stuck with the most dogwater equipment possible for most of the game. Please, give this guy rapiers and scimitars at the very least.
Mind surge options suck, most of your spells don't have a mind surge effect and the mastery effects you get are just more range and removing disadvantage from casting while melee, wich i never even used most of the time.
The bear is also very buggy, it can't dash, climb ladders or jump, making it completely unusable every 2 out of 3 enconters, also he is very big and can't fit in small doors, wich makes him even more awful to use. A wolf would be much better and the lack of movement skills just doesn't make sense. Also, the giant aoe explosion when it dies it's a bit too much, it is also very weird it happens when you dismiss him, making it akward to dismiss the bear near friendly npcs.
Overall, very clunky subclass, borderline unplayable. It is weird this is just astral seer but worse in literally every aspect, even on melee.
- give the bear a teleport if it can't have ladder-climbing animations and let it phase through doorways. it's super cute. a wolf would work better, but the bear is so cute.
- longswords, scimitars, and rapiers is a good idea.
- give them a Sanctuary enhancement to avoid harming allies.
- make Chillbound Strikes a true unarmed attack that uses Dexterity and deals cold damage but has no other bonus damage, like the Open Hand replacement effect, and adds a Frostbite stack.
- make Frost Weave's bonus action attack a true melee attack that uses Dexterity and deals cold damage, adding a Frostbite stack.
- change Frostbite to just add 1 to all cold damage per stack. At 5 stacks, the target's move speed is halved.
- change frostbite enclosure to deal 1d4 cold damage and add a stack of Frostbite. if they're at 5 stacks after the addition, freeze for 1 turn.
random Mind Surge effect suggestions:
- the spell summons a handful of uncontrollable but friendly frost wolves for 2 rounds. they have pack tactics, inflict a frostbite stack, and have a chance to knock prone anyone with 5 Frostbite stacks.
- the spell creates frozen reflections around the victim similar to mirror image, but instead of helping them, whenever the target takes an action a reflection explodes, dealing cold damage and applying a Frostbite stack.
- the spell partially crystallizes targets, inflicting Heavily Encumbered for 2 rounds.
- the spell inflicts Slow for 2 rounds.
- the spell strips away Cold Immunity and Resistance for 2 rounds.
The things I can agree with that it can be approved upon
Also, like i said, the mind seer it's just this class but better, maybe the mind seer it's the problem child, but i still think a lot can be improved here.
Chillbound Strike would feel fine if it only worked as a true unarmed strike and proccd the effect of the magic items and feats that work on unarmed strikes.
So if by mind seer you are referring to Astral Seer then they really are completely different classes. Astral Seer was meant to be a true ranged caster like wizard/sorcerer, Sage was meant to be a close quarters caster and a mix of 4 elements monk + wizard. That’s why their damage is nerfed but they can attack 3 times to compensate as well as having tons of AC boosts and damage negation reactions . Sage is not a wizard or sorcerer and will never have their levels of spell casting damage
Either way the below will be added to Sage based on your feedback, i feel some of them were really good suggestions
- proficiency with rapiers and scimitars
- chillbound strike dealing true unarmed damage and scaling with dexterity so it will benefit for item extra damage
- rimeclaw will get: jump, dash, disengage spells and a bonus action teleport like misty step. Teleport will be once in combat and unlimited outside combat
EDIT... spoke too soon on the full monk unarmed damage as it's locked behind the Monk class. A good alternative is the custom scaling already that is implemented + DEX modifier + additional damage of frostbite that the target has. SO if they have 4 Frostbite its basically Custom scaling + Full DEX modifier + half Frostbite total or half Frostbite and it will not consume the frostbite. Full Frostbite to damage might be too much