Sorcerous Origin

Different sorcerers claim different origins for their innate magic. Many variations exist, and these origins greatly impact the sorcerers role in the world. 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, Gravity Wielder, Infernal Heritage, Psionic Soul, 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.

You have chosen the Frost Sorcery origin.

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 chilling ray
5th frost breath
7th ice storm
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. You learn the Cryomancy cantrip . This cantrip doesn't count against your number of cantrips known.

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, you gain resistance to cold damage, and moving across areas of difficult terrain created by ice or snow no longer costs extra movement for you or allies within 30 feet of you.

Frost Mastery

Starting at 6th level, your mastery over ice develops and grows. You can now use an action and spend 2 sorcery points to manipulate ice in a number of ways.

Creation: You can create or manipulate ice within a 15-foot cube centered on a point you can see within 120 feet. This features area of effect increases by 5 feet when you reach 10th level (20-foot cube) , 14th level (25-foot cube) , and 18th level (30-foot cube) .

Wall: You can create a wall of ice in an area you can see within 90 feet. The wall must be shaped in a straight line, and is a maximum of 25 feet long and 15 feet tall. This features maximum length and height increases by 5 feet when you reach 10th level (30 feet by 20 feet) , 14th level (35 feet by 25 feet) , and 18th level (40 feet by 30 feet) .

Restrain: You can attempt to trap the lower half of a single creature that you can see within 60-feet in ice. The creature must make a Dexterity saving throw to avoid the attack. On a success, it evades the effect, being moved 5 feet in any direction, and a 5-foot cube of ice remains in the target's previous position. On a failure, it is restrained by the ice. The target remains restrained until the ice is destroyed (stats for the ice are listed below).

If the creature is of Large size, it gains advantage on the saving throw. Creatures of Huge or Gargantuan size automatically succeed on the saving throw. The size of the creature you can affect without disadvantage increases when you reach 10th level (Large) , 14th level (Huge) , and 18th level (Gargantuan) .

You can dismiss any part of your creations by use of a bonus action. You can additionally spend 2 more sorcery points to form your creation out of True Ice instead .

  • The Nature of Ice
    All of the ice that you create is abornmally cold and hard. At room temperature, it melts at a rate of 1 foot every 8 hours (unless impacted by other factors). Each 5-foot cube of ice has an AC of 10, 20 hit points, and vulnerability to fire damage. Reducing a section to 0 hit points destroys it. Creations made of True Ice are magically durable (resistant to non-magical weapons) , and not vulnerable to fire. They do not melt (without damage being dealt) , and each 5-foot cube has an AC of 20 and 40 hit points.

















Absolute Zero

Starting at 14th level, spells you cast ignore resistance to cold damage, and you treat immunity to cold damage as resistance. 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.
Additionally, you gain Otiluke's Freezing Sphere as an available spell to learn.

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 Dexterity saving throw or 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.


Note: The Frost Sorcery origin has access to additional thematically appropriate custom spells (via the Frozen Heart feature), most of which are just reskinned/reflavored versions of pre-existing spells of the same level.

Spells

Cryomancy

Transmutation cantrip


  • Casting Time: 1 action
  • Range: 30 feet/5 foot cube
  • Components: S
  • Duration: Instantaneous

You target an area that you can see within range, that fits within a 5-foot cube. You manipulate it in one of the following ways:

  • You chill and reduce the temperature within the area, freezing objects when possible (if you choose) .
  • You cause a layer of frost to coat the area.
  • You extinguish a small fire.
  • You freeze an area of water, provided that there are no creatures in it.
  • You create or manipulate ice existing in the area.

Frozen Gauntlet

Evocation cantrip


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: 1 minute

Frost coalesces around one of your hands and ice spikes begin to form, encasing your entire fist in ice hard as rock. As part of the action to cast this spell, you can choose to make a melee spell attack against a target creature within range. On a hit, the ice spike deals 1d4 bludgeoning damage + 1d8 cold damage to the target.

This spell’s damage increases by 1d4 bludgeoning damage + 1d8 cold damage when you reach 5th level (2d4 + 2d8), 11th level (3d4 + 3d8), and 17th level (4d4 + 4d8) .

Ice Spike

Evocation cantrip


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: 1 minute

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 creature within range. On a hit, the ice spike deals 1d4 piercing damage + 1d8 cold damage to the target.

This spell’s damage increases by 1d4 piercing damage + 1d8 cold damage when you reach 5th level (2d4 + 2d8), 11th level (3d4 + 3d8), and 17th level (4d4 + 4d8) .












Boulders of Winter

3rd-level transmutation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

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.

If you maintain concentration on this spell for its entire duration, the boulders cannot be dispelled and are permanent until destroyed. Otherwise, they fade when the spell ends.

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/40-foot cone
  • Components: V, S
  • Duration: Instantaneous
  • Attack/Save: Dexterity

You release powerful chilling blast in a cone-shaped area dealing extreme cold damage to all susceptible creatures, items, and materials in its path. The cone extends outward from the caster's mouth, and each creature in the 40-foot cone must make a Dexterity saving throw. On a failed save, a creature takes 8d6 cold damage, is knocked prone, and pushed back 20 feet towards the edge of the 40-foot cone. On a successful save, a creature takes half damage and is knocked prone, but is not pushed away.

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.

Cold Snap

4th-level evocation


  • Casting Time: 1 action
  • Range: Self/15-foot sphere
  • Components: V, S
  • Duration: Instantaneous
  • Attack/Save: Dexterity

Frost coalesces around you, and in a flash you unleash a wave of freezing 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 Dexterity saving throw. On a failed save, each creature takes 2d6 piercing damage and 5d6 cold damage. 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: Dexterity

You 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 Dexterity save. On a success, it takes 2d8 cold damage and the spell ends. On failure, the target takes 4d8 cold damage, and you can then use your action on your subsequent 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.

Hypothermia

5th-level evocation


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V
  • Duration: Concentration, up to 1 Minute
  • Attack/Save: Dexterity

You send a bone chilling blast of freezing energy at one creature you can see within range. The target must make a Dexterity 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

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.


Art Credits:

All images used in this document are not my own, and are listed in order of appearance.

Sorcerer image by OPOA

Let It Snow image by depingo

Snowflake image from FREEPNGs.com