# Sorcerer Golden eyes flashing, a human stretches out her hand and unleashes the dragonfire that burns in her veins. As an inferno rages around her foes, leathery wings spread from her back and she takes to the air. Long hair whipped by a conjured wind, a half-elf spreads his arms wide and throws his head back. Lifting him momentarily off the ground, a wave of magic surges up in him, through him, and out from him in a mighty blast of lightning. Crouching behind a stalagmite, a halfling points a finger at a charging troglodyte. A blast of fire springs from her finger to strike the creature. She ducks back behind the rock formation with a grin, unaware that her wild magic has turned her skin bright blue. Sorcerers carry a magical birthright conferred upon them by an exotic bloodline, some otherworldly influence, or exposure to unknown cosmic forces. One can't study sorcery as one learns a language, any more than one can learn to live a legendary life. No one chooses sorcery; the power chooses the sorcerer. ### Innate Magic Magic is a part of every sorcerer, suffusing body, mind, and spirit with a latent power that waits to be tapped. Some sorcerers wield magic that springs from an ancient bloodline infused with the magic of dragons. Others carry a raw, uncontrolled magic within them, a chaotic storm that manifests in unexpected ways. The appearance of sorcerous powers is wildly unpredictable. Some draconic bloodlines produce exactly one sorcerer in every generation, but in other lines of descent every individual is a sorcerer. Most of the time, the talents of sorcery appear as apparant flukes. Some sorcerers can't name the origin of their power, wile others trace it to strange events in their own lives. The touch of a demon, the blessing of a dryad at a baby's birth, or a taste of the water from a mysterious spring might spark the gift of sorcery. So too might the gift of a deity of magic, exposure to the elemental forces of the Inner Planes or the maddening chaos of Limbo, or a glimpse into the inner workings of reality. Sorcerers have no use for the spellbooks and ancient tomes of magic lore that wizards rely on, nor do they rely on a patron to grant their spells as warlocks do. By learning to harness and channel their own inborn magic, they can discover new and staggering ways to unleash their power. ### Unexplained Powers Sorcerers are rare in the world, and it's unusual to find a sorcerer who is not involved in the adventuring life in some way. People with magical power seething in their veins soon discover that the power doesn't like to stay quiet. A sorcerer's magic wants to be wielded, and it has a tendency to spill out in unpredictable ways if it isn't called on.
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—Spell Slots per Spell Level—

##### Frost Sorcerer |Level | Proficiency
Bonus
| Sorcery
Points
| Features | Cantrips
Known
| Spells
Known
| 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |:---:|:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:| | 1st | +2 | — |Spellcasting, Frozen Heart, Blood of Ice, Origin Spells | 4 | 2 | 2 | — | — | — | — | — | — | — | — | | 2nd | +2 | 2 |Font of Magic | 4 | 3 | 3 | — | — | — | — | — | — | — | — | | 3rd | +2 | 3 |Metamagic, Origin Spells | 4 | 4 | 2 | — | — | — | — | — | — | — | — | | 4th | +2 | 4 |Ability Score Improvement, | 5 | 5 | 4 | 3 | — | — | — | — | — | — | — | | 5th | +3 | 5 |Origin Spells| 5 | 6 | 4 | 3 | 2 | — | — | — | — | — | — | | 6th | +3 | 6 |Metamagic, Winter Guide, Frost Mastery | 5 | 7 | 4 | 3 | 3 | — | — | — | — | — | — | | 7th | +3 | 7 |Origin Spells | 5 | 8 | 4 | 3 | 3 | 1 | — | — | — | — | — | | 8th | +3 | 8 |Ability Score Improvement | 5 | 9 | 4 | 3 | 3 | 2 | — | — | — | — | — | | 9th | +4 | 9 |Origin Spells | 5 | 10 | 4 | 3 | 3 | 3 | 1 | — | — | — | — | | 10th | +4 | 10 |Metamagic, Sorcerous Restoration | 6 | 11 | 4 | 3 | 3 | 3 | 2 | — | — | — | — | | 11th | +4 | 11 |Origin Spells| 6 | 12 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — | | 12th | +4 | 12 |Ability Score Improvement | 6 | 12 | 4 | 3 | 3 | 3 | 2 | 1| — | — | — | | 13th | +5 | 13 |— | 6 | 13 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — | | 14th | +5 | 14 |Absolute Zero | 6 | 13 | 4 | 3 | 3 | 3 | 2 | 1 | 1| — | — | | 15th | +5 | 15 |— | 6 | 14 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — | | 16th | +5 | 16 |Ability Score Improvement | 6 | 14 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — | | 17th | +6 | 17 |Metamagic | 6 | 15 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 | | 18th | +6 | 18 |Glacial Soul | 6 | 15 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 | | 19th | +6 | 19 |Ability Score Improvement | 6 | 15 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | | 20th | +6 | 20 |Sorcerous Restoration | 6 | 15 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Sorcerers often have obscure or quixotic motivations driving them to adventure. Some seek a greater understanding of the magical force that infuses them, or the answer to the mystery of its origin. Others hope to find a way to get rid of it, or to unleash its full potential. Whatever their goals, sorcerers are every bit as useful to an adventuring party as wizards, making up for a comparative lack of breadth in their magical knowledge with enormous flexibility in using the spells they know. ### Creating a Sorcerer The most important question to consider when creating your sorcerer is the origin of your power. As a starting character, you'll choose an origin that ties to an array of varied species - but the exact source of your power is up to you to decide. Is it a family curse, passed down to you from distant ancestors? Or did some extraordinary event leave you blessed with innate magic but perhaps scarred as well? How do you feel about the power coursing through you? Do you embrace it and master it, or revel in its unpredictable nature? Did you seek it out, or did it find you? Did you have the option to refuse it, and do you wish you had? Perhaps you feel like you've been given this power for a lofty purpose, or you might decide that the power gives you the right to do what you want, to take what you want from others. Maybe your power links you to a powerful individual in the world—the fey creature that blessed you at birth, the dragon who put a drop of its blood into your veins, the lich who created you as an experiment, or the deity who chose you to carry this.
#### Quick Build You can make a sorcerer quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Constitution. Second, choose the hermit background. Third, choose the *light*, *prestidigitation*, *ray of frost*, and *shocking grasp* cantrips, along with the 1st-level spells *shield* and *magic missile*. ## Class Features As a sorcerer, you gain the following class features. #### Hit Points **Hit Dice:** 1d6 per sorcerer level **Hit Points at 1st level:** 6 + your Constitution modifier **Hit Points at Higher Levels:** 1d6 (or 4) + your Constitution modifier per sorcerer level after 1st #### Proficiencies **Armor:** None **Weapons:** Daggers, darts, slings, quarterstaffs, light crossbows **Tools:** None
**Saving Throws:** Constitution, Charisma **Skills:** Choose two from Arcana, Deception, Insight, Intimidation, Persuasian, and Religion
\page #### Equipment You start with the followng equipment, in addition to the equipment granted by your background: - *(a)* a light crossbow and 20 bolts or *(b)* any simple weapon - *(a)* a dungeoneer's pack or *(b)* an explorer's pack - Two daggers ### Spellcasting An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. This font of magic, whatever its origin, fuels your spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the sorcerer spell list. #### Cantrips At 1st level, you know four cantrips of your choice from the sorcerer spell list. You learn additional sorcerer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Sorcerer table. #### Spell Slots The Sorcerer table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these sorcerer spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell *burning hands* and have a 1st-level and a 2nd-level spell slot available, you can cast *burning hands* using either spell slot. #### Spells Known of 1st Level and Higher You know two 1st-level spells of your choice from the sorcerer spell list. The Spells Known column of the Sorcerer table shows when you learn more sorcerer spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the sorcerer spells you know and replace it with another spell from the sorcerer spell list, which also must be of a level for which you have spell slots. #### Spellcasting Ability Charimsa is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.
**Spell Save DC** = 8 + your proficiency bonus +
your Charisma modifier

**Spell attack modifier** = your proficiency bonus +
your Charisma modifier



#### Self Focus When you cast spells that require a material component, you can ignore that component unless it has a value, such as the specially marked sticks, bones, or similar tokens worth at least 25 gp for the augury spell, in which case the components are required. ### Sorcerous Origin Choose a sorcerous origin, which describes the source of your innate magical power: Draconic Bloodline, Wild Magic, Storm Sorcery, Divine Soul, Frost Sorcery, Deathtouched, Vampire Bloodline, Imperial Ancestry, Gravity Wielder, Infernal Heritage, Deathsinger, Blighted, Telepath, Phoenix Soul, or Stone Lineage. Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level. #### Origin Spells Each origin has a list of spells-its origin spells-that you gain at the sorcerer levels noted in the origin description. Once you gain an origin spell, you always know it, and it doesn't count against the number of spells you know. If you have an origin spell that doesn't appear on the sorcerer spell list, the spell is nonetheless a sorcerer spell for you. ### Font of Magic At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects. #### Sorcery Points You have 2 sorcery points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer table. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest. #### Flexible Casting You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels. ***Creating Spell Slots***. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th. Any spell slot you create with this feature vanishes when you finish a long rest. ##### Creating Spell Slots | Spell Slot Level | Sorcery Point Cost | |:----:|:-------------| | 1st | 2 | | 2nd | 3 | | 3rd | 5 | | 4th | 6 | | 5th | 7 |
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***Converting a Spell Slot to Sorcery Points.*** As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level. ### Metamagic At 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain two more at 6th, and then one more at 10th and 14th level. You can use only one Metamagic option on a spell when you cast it, unless otherwise noted. #### Careful Spell When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell. #### Distant Spell When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell. When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet. #### Empowered Spell When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage die up to your Charisma modifier (minimum of 1). You must use the new rolls. You can use Empowered Spell even if you have already used a different metamagic option during the casting of the spell. #### Extended Spell When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours. #### Heightened Spell When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell. #### Quickened Spell When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting. #### Subtle Spell When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.







#### Twinned Spell When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip). To be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. For example, *magic missle* and *scorching ray* aren't eligible, but *ray of frost* and *chromatic orb are*. ### Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. ### Sorcerous Restoration At 10th level, once per long rest, you regain 4 expended sorcery points when you finish a short rest. The sorcery points regained by this 10th level feature cannot be converted into spell slots. At 20th level, you now regain 8 expended sorcery points whenever you finish a short rest, and the sorcery points regained can be converted into spell slots. ## Sorcerous Origins You have chosen the ***Frost Sorcery*** origin.

\page ## Frost Sorcery Your innate magic commands the element of ice, and stems from the blizzard contained within your soul. Perhaps you were touched by the essence of the para-elemental plane of ice as a child, or you descended from one of Auril's chosen. Perhaps you were granted a mote of power from the Goddess herself. Whatever the source, this power both dangerous and beautiful, has manifested within you. ##### Frost Sorcery Quirks | d6 | Quirk | |:----:|:-------------| | 1 | You are always cold to the touch | | 2 | When you sleep frost forms around you | | 3 | When you bleed the blood freezes after a round or two, even when badly injured | | 4 | When you breathe, you can see your breath | | 5 | You leave frost footprints behind, that dissipate in 2 rounds | | 6 | You cannot cry, your body doesn’t produce tears | ##### Frost Sorcery Origin Spells | Sorcerer Level | Spells | |:----:|:-------------| | 1st | *armor of agathys* | | 3rd | *snilloc's snowball swarm* | | 5th | *boulders of winter* | | 7th | *conjure minor elemental (ice only)* | | 9th | *cone of cold* | | 11th| *wall of ice*| #### Frozen Heart Propelled by a heart of ice, the blood in your veins runs cold. At 1st level, you’re naturally adapted to cold climates, as described in chapter 5 of the *Dungeon Master’s Guide*. You can also speak, read, and write Primordial. (Knowing this language allows you to understand and be understood by those who speak its dialects: Aquan, Auran, Ignan, and Terran) In addition, when you learn any spell that deals damage, you can choose to learn a cold damage version of the spell instead . #### Blood of Ice The arcane magic you command is infused with elemental ice. As the magic flows through your body, you discover you can create layers of frost upon your skin. While you are not wearing armor or wielding a shield, your AC equals 8 + your Dexterity modifier + your Charisma modifier. Additionally, at 1st level you gain minor control over the elemental magic that runs in your veins, and learn how to harness it to rapidly reduce the temperatures of things around you. As an action, you can magically chill, freeze, or unfreeze an object/substance you can see within 30 feet. You can also extinguish small fires you can see within 15 feet. Areas you try to freeze or extinguish must fit within a 5-foot cube.


#### Winter Guide Beginning at 6th level, you can use a bonus action to turn areas of water to ice within a 40 foot cube centered on a point within 120 feet of you. You cannot freeze areas of water that would trap a creature in ice. Additionally, moving across areas of difficult terrain created by ice or snow no longer costs extra movement, and you gain resistance to cold damage. #### Frost Mastery Starting at 6th level, you can use your action and spend 2 sorcery points to create a simple object or structure made of ice, such as a stairway, a sword, or a solid block. It must reside within a 15-foot long x 10-foot wide x 15-foot high cube centered on a point within 120 feet of you. Instead of creating a structure, you can attempt to encase the lower half of a single creature you can see, of Medium size or smaller within 60-feet, in ice. The creature can then make a Dexterity saving throw. On a success, it evades the effect and is not trapped. If it fails, it is encased in the ice, and is considered *restrained*. The target remains *restrained* until the ice is destroyed . If the creature is of Large size or bigger, it automatically succeeds on the saving throw. You can dismiss any part of your creations by use of a bonus action. At 10th level, you can spend 2 additional sorcery points to form your creation out of True Ice instead . * ##### The Nature of Ice The ice that you create is abnormally cold and dense, but it isn't magical. At room temperature, it melts at a rate of 1 foot every 8 hours (other enviromental factors may alter this) . Each 5 foot square section of ice has AC 10, 20 hit points, and vulnerability to fire damage. Reducing a frozen section to 0 hit points destroys it. Creations made of True Ice are magically durable. They do not melt, and their sections have AC 20 and 40 hit points. #### Absolute Zero At 14th level, you gain Otiluke's Freezing Sphere as an available spell to learn. Additionally, spells you cast ignore resistance to cold damage, and whenever you deal cold damage to a creature with a spell of 1st level or greater, you can reduce its speed by half on its next turn. #### Glacial Soul Beginning at 18th level, as an action, you can spend 5 sorcery points to exude a freezing aura to a distance of 20 feet. For 1 minute or until you lose your concentration (as if you were concentrating on a spell), you have immunity to cold damage, and resistance to fire damage, surfaces within the aura become coated in frost, water freezes instantly, and you take on the appearance of a minor god or goddess of winter. A hostile creature that starts its turn within the aura must succeed on a Constitution saving throw or take 2d8 cold damage and become *restrained* until the start of its next turn. A creature that has failed the saving throw must continue making saving throws at the start of it's turns if it remains within the aura. A creature that succeeds on this saving throw is immune to this effect for the next 24 hours. At the beginning of your turn, you can expand or reduce the range of the aura by 10 feet, to a maximum of 100 feet.

\page ## Spells #### Ice Spike *Evocation Cantrip*

**Casting Time:** 1 action **Range:** Self **Components:** V, S **Duration:** 1 minute **Classes:** Frost Sorcerer
A ten-inch long spike of solid ice forms within your grasp. As part of the action to cast this spell you can choose to make a melee spell attack against a target within range. On a hit, the ice spike deals 1d4 piercing damage + 1d6 cold damage to the target. The shard of ice begins rapidly melting once it leaves your grasp, so it can not be thrown and if you lose grip of the spike you'll need to cast the spell again to summon a new one. Otherwise, the spike lasts for one minute. If the caster is subjected to any damage by fire, the ice spike melts away immediately. This spell's cold damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). #### Frozen Gauntlet *Evocation Cantrip*

**Casting Time:** 1 action **Range:** Self **Components:** V, S **Duration:** 1 minute **Classes:** Frost Sorcerer
Frost coalesces around one of the caster's hands and ice spikes begin to form, encasing their entire fist in ice hard as rock. As part of the action to cast this spell you can make a melee spell attack against a target within range. On a hit, the gauntlet deals 1d6 cold damage + 1d4 bludgeoning damage to the target. The gauntlet lasts for one minute, or until dismissed. While your hand is encased in ice spikes, other actions like climbing or casting a spell that required two hands for the somatic component, are more difficult if not impossible. If the caster is subjected to any damage by fire, the gauntlet melts away. This spell's cold damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). #### Boulders of Winter *3rd-level transmutation*

**Casting Time:** 1 action **Range:** 120 feet **Components:** V, S **Duration:** Concentration, up to 1 minute **Classes:** Frost Sorcerer You cause moisture in the air to condense into up to 2 icy boulders within range. Each boulder is roughly cylindrical and has a diameter of 5 feet and a height of up to 10 feet. They immediately slam into the ground, each hitting a 5ft-by-5ft area. If a boulder falls onto a creature of size Medium or smaller, that creature must make a Dexterity saving throw. On a failed save, a creature takes 2d6 cold damage and 2d6 bludgeoning damage, and is restrained, pinched between the boulder and the ground. On a successful save, a creature takes half as much damage and must then move 5 feet in any direction. If the creature cannot move or chooses not to, they automatically fail the save. If the creature is Large or bigger, it automatically succeeds on the save. A restrained creature can use an action to make a Strength or Dexterity check (the creature's choice) against the spell's saving throw DC. On a success, the creature is no longer restrained and must move out from under the boulder. Starting on your next turn, you can use your bonus action to cause one or more of the boulders to shatter. Each creature within 5 feet of the shattered boulder must make a Dexterity saving throw, taking 2d6 cold damage and 2d6 bludgeoning damage on a failed save, or half as much damage on a successful one. If a creature was being restrained by the boulder when it shattered, they are no longer restrained. ***At Higher Levels.*** When you cast this spell using a spell slot of 5th level or higher, you create three boulders. With a spell slot of 7th level or higher, you create four boulders. With a 9th level spell slot, you create five boulders. #### Frost Breath *3rd-level evocation*

**Casting Time:** 1 action **Range:** Self/30-foot cone **Components:** V, S **Duration:** Instantaneous **Attack/Save:** Constitution **Classes:** Frost Sorcerer
You let out a chilling scream, and release powerful blast in a cone-shaped area dealing extreme cold damage to all susceptible creatures, items, and materials in its path. Each creature in a 30-foot cone must make a Constitution saving throw. A creature takes 8d6 cold damage on a failed save, or half as much damage on a successful one. The cone extends outward from the caster's mouth, and those that could not resist the brunt of the frigid breath were also knocked prone, and pushed back to the edge of the 30-foot cone. ***At Higher Levels.*** When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

\page #### Cold Snap *4th-level evocation*

**Casting Time:** 1 action **Range:** Self/15-foot sphere **Components:** V, S **Duration:** Instantaneous **Attack/Save:** Constitution **Classes:** Frost Sorcerer
You are briefly enveloped in an icy mist, and in a flash you unleash a wave of freezing cold energy from your body that explodes into piercing shards of ice in a 15-foot radius. All creatures within 15 feet of you must make a Constitution saving throw, each creature takes 2d6 piercing damage and 5d6 cold damage on a failed save. In addition, creatures of Large size or smaller are frozen and considered paralyzed until the end of their next turn. On a successful save, the creatures take half as much damage but suffer no addtional effects. **At Higher Levels.** When you cast this spell using a spell slot of 5th level or higher, both piercing damage and cold damage increase by 1d6 for each slot level above 4th. #### Heat Leech *5th-level evocation*

**Casting Time:** 1 action **Range:** 60 feet **Components:** V, S **Duration:** Concentration, up to 1 Minute **Attack/Save:** Constitution **Classes:** Frost Sorcerer
You begin to draw on the warmth of another to satiate your frozen heart and regain missing hit points. Choose a creature you can see to make a Constitution save. On a success, it takes 2d8 cold damage and the spell ends. On failure, the target takes 4d8 cold damage, and you can use your action on your turns to automatically deal 4d8 cold damage to it. The spell ends if you use your action to do anything else, if the target is outside the spell's range, or if it has total cover from you. Whenever the spell deals damage, you regain hit points equal to half the amount of the damage taken. **At Higher Levels.** The damage increases by 1d8 for each slot level above 5th. >##### Credits: >Formatting, compilation, and sorcerer class edits by /u/SwordMeow, latest update by /u/Hesbravelwt > >Sorcerer Art by Noa Ikeda > >Elsa image by theDURRRRIAN > >Arctic image by Ivan Laliashvili > >Snowflake image from FreePNGs.com >
>
>Origins by: /u/belithioben (Redux of Frozen Heart) > >
>Link to original version by SwordMeow: https://homebrewery.naturalcrit.com/share/ryZWsed1VW >
#### Hypothermia *5th-level evocation*

**Casting Time:** 1 action **Range:** 90 feet **Components:** V **Duration:** Concentration, up to 1 Minute **Attack/Save:** Constitution **Classes:** Frost Sorcerer
You send a bone chilling blast of freezing energy at one creature you can see within range. The target must make a Constitution saving throw. It takes 8d6 cold damage on a failed save, or half as much damage on a successful one. On a failed save, the target also continues to freeze and has it's movement reduced by half for the spell's duration. At the end of each of its turns, the target repeats the saving throw. It takes 4d6 cold damage on a failed save, and the spell ends on a successful one. This magical hypothermia can’t be remedied by nonmagical means. If damage from this spell kills a target, the target is turned to ice. #### Heart of Ice *7th-level evocation*

**Casting Time:** 1 action **Range:** Touch **Components:** V, S **Duration:** Instantaneous **Attack/Save:** Constitution **Classes:** Frost Sorcerer
You harness the ice that runs in your veins, and unleash the torment of your Frozen Heart on a target other than yourself that you can touch. The target must make a Constitution saving throw. It takes 8d8 + 40 cold damage on a failed save, or half as much damage on a successful one. When touched, the creature's skin turns black as the sky of the Negative Energy plane itself, and their body becomes rimed with white frost. A creature reduced to zero hit points by this spell feels their heart turn to ice and shatter causing immediate death, and becomes a frozen statue until it thaws. If the creature was able to resist, he or she still suffered a large amount of cold damage, and could do nothing except yell and choose which direction to fall down as their body was wracked with uncontrollable shivering, leaving them *paralyzed* until the start of their next turn. As an ironic side effect, survivors of this spell were immune to further cold damage for up to two hours. Priests of Auril were partially immune to this spell, as were creatures that thrived in extreme cold such as remorhaz, winter wolves, white dragons, and denizens of the Paraelemental Plane of Ice. These creatures and individuals suffered no damage if they resisted the spell, and minor internal bruising if they did not.