Sorcerous Origins

Different sorcerers claim different origins for their innate magic. Although many variations exist, most of these origins fall into three categories: a draconic bloodline, an elemental adaptation, and wild magic.

Descendant of Niflheim

The Plane of Ice is known by many names and home to some of the coldest creatures that roam the multiverse. It is said that it contains places where even ice itself freezes and not even the thought of fire or warmth exists.

You draw your power from this realm. One of your ancestors may have made a pact with a Immoth. Perhaps you were touched by the Cold as a child, or maybe you are just a fluke of the Weave. Whatever the case, the Cold is a part of you, and you know how to use its power with devastating efficiency.

Born of cold and winter air

At 1st level, you add Arctic Wind to your list of known cantrips. When you cast this spell, it deals extra cold damage equal to half your sorcerer level.

Variant Rule

If you like to add additional flavor to the class, you can use the feature below.

Wintertouched

Your affinity to cold has made you immune to the effects of cold weather. However, you can't handle the warmth of fire spells and as such are unable to learn them.


Aura of Cold

Starting at 1st level, you can freeze the air around you , draining heat from friend and foe alike.

As a bonus action you create an Aura of Cold that extends 5 feet from you in every direction. A thin sheet of ice covers the ground in this area, making it difficult terrain. The aura lasts 1 minute, until you fall unconscious, or you dismiss it as a bonus action.

If an enemy within this aura makes an attack roll against you, you may use your reaction to deal cold damage equal to your Charisma modifier to the attacker.

You can use Aura of Cold a number of times equal to your charisma modifier. You regain all uses after a long rest.

Frigid Infusion

Starting at 6th level, when you cast a spell that deals cold damage, add your Charisma modifier to that damage.

When you hit a target with a Cold spell, you can spend 1 sorcery point to freeze it in ice. That creature is grappled for 1 minute or until it breaks free; the DC to escape this grapple is equal to your spell save DC.

Heart of Ice

Starting at 14th level, your icy aura grows stronger - and colder.

Your Aura of Cold extends to 10 feet. When you activate it, you may spend 1 sorceery point to create slippery ice in the aura while it lasts. Creatures entering or moving within this zone must succeed on a Dexterity saving throw against your spell save DC or fall prone. A creature must only make one such save each turn.

Your Aura of Cold only ends when you fall unconscious or dismiss it.

Piercing Cold

Starting at 18th level, the air around you is not merely cold, it slices through the heaviest clothing and bites the soul.

Your Aura of Cold extends to 15 feet. Each enemy within your aura is vulnerable to cold damage and has their speed reduced by 10 feet. Enemies normally resistant to cold damage lose that resistance (but do not gain vulnerability from this effect).

As an bonus action, you may expend a spell slot to extend the radius of your Aura of Cold by 5 feet per level of the spell slot expended. This effect lasts for one minute, or until you lose your concentration (treat this effect as though you were concentrating on a spell).

Once you use this feature, you can't use it again until you complete a long rest.

Credit

This subclass is based on the Cryomancer concept by u/StormyWaters2021. Most descriptions are copy-pasted from his draft.

First page image: "Jace Beleren" by Aleksi Briclot. Made with the Homebrewery.

Spell List: a touch of cold

If you can't handle the warmth of fire spells and as such are unable to cast them, you can ask your DM if you can add (a few of) the spells below to your sorcerer's spell list.

Arctic Wind

Cantrip Evocation


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: S, V
  • Duration: Instantaneous

A small swirl of cold air appears above the palm of your hand. With a flick of your wrist, you hurl it at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 cold damage. Any liquid or object hit by this spell freezes if it isn't being worn or carried.

This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

Shield of Ice

1st-level Evocation


  • Casting Time: 1 action
  • Range: 5 feet
  • Components: S, V, M (some snow, ice, or water)
  • Duration: 1 minute

You create an icy barrier in a half-circle within 5 feet of yourself. This barrier provides half cover.

The barrier has an AC of 12 and 15 hit points, and is vulnerable to fire damage. Reducing this barrier to 0 hit points destroys it, leaving behind a 5-foot area of difficult terrain until the end of your next turn.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the hit points of the shield increases by 15 for each slot level above 1st.


Glacial Tomb

4th-level Evocation


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: S, V, M (some snow, ice, or water)
  • Duration: Up to 1 minute (concentration)

You entomb a large or smaller creature within range in ice. It must succeed on a constitution saving throw or be paralysed for the duration. At the end of each of its turns, the target can make another constitution saving throw. On a success, the spell ends on the target.

While encased in ice, the creature is resistant to all damage, but vulnerable to cold damage.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th.

Existing Spells

Sorcerers don't have access to Otiluke's Freezing Sphere and Wall of Ice. They fit the theme and your DM should consider adding them to your sorcerer's spell list.