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Sorcerous Origin

B
eware the hand of Winter when it comes to
wrap its frigid fingers around your soul. A
freezing touch that make your bones brittle and
your body stiff. Will you succumb to the cold's
embrace and be frozen to the core, or will you
accept the cold as your strength and make
Winter your ally?

Ice Sorcery
Your magic comes from the power of elemental ice. Those
with this power were given strength from the coldest
mountains, a blessing from a frozen spirit, or perhaps they
bear the soul of Winter within.
Ice Sorcerers invoke the cold magic within to impede their
foes and are capable of extinguishing flames to offer safe
passage. Just one touch of their frozen grips can prove fatal to
those who get too close. Upon choosing this archetype you
gain the following cantrip. The cantrip is included in the
Cantrips Known column of the Sorcerer table.

Ice Sorcerer Expanded Spells


Spell Level Spells
1st Armor of Agathys
4th Fire Shield (Cold Shield)
6th Otiluke's Freezing Sphere, Wall of Ice
8th Control Weather

Winter's Grasp
Evocation Cantrip
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
You touch becomes as cold as ice and sends chills through a
creature you try to touch. Make a melee spell attack against
the target. On a hit, the target takes 1d8 cold damage, and its
can't take reactions until the start of its next turn.
The spell's damage increases by 1d8 when you reach 5th
level (2d8), 11th level (3d8), and 17th level (4d8).
You can use this cantrip to extinguish small non-magical
flames such as candles and torches without sustaining
damage.

Voice of Winter
The arcane magic you command is infused with elemental
ice. You can speak, read, and write Primodial. (Knowing this
language allows you to understand and be understood by Frozen Heart
those who speak its dialects: Aquan, Auran, Ignan, and At 6th level, you gain resistance to cold damage. In addition,
Terran) whenever you start casting a spell of 1st level or higher that
deals cold damage, you freeze the ground around you. The
Frost Skin ground in a 5 foot radius around you is turned to ice and is
As magic flows through your body, you discover you can considered difficult terrain for creatures other than you. This
create layers of frost upon your clothes and skin. While you effect lasts for 1 minute before the ice melts.
are not wearing armor or wielding a shield, your AC equals Any non-magical fire in the spaces that are turned to ice by
10 + your Dexterity modifier + your Charisma modifier. this effect is immediately extinguished.
Winter Guide Reference and Thanks
At 6th level, you can move across icy surfaces without
This Sorcerous Origin was referenced and inspired by
needing to make an ability check. Additionally, difficult
the Storm Sorcery Origin in Sword Coast Adventure
terrain composed of ice or snow does not cost extra Guide in hopes to create an alternate elemental origin.
movement to you. Thanks to all who have given feedback and
When approaching a body of water, you use a bonus action suggestions. I appreciate all of the comments. Artwork
to freeze the water where you step, creating a platform to is not owned by me.
walk or stand on. This ice lasts for 1 minute before melting. Elsa image by theDURRRRIAN; Editted by me.

Coldsnap
At 14th level, when you are attacked by a melee weapon
attack, you can use your reaction to send a freezing chill to
the attacker. The attacker takes cold damage equal to your
Sorcerer Level. The attacker must also make a Constitution
saving throw against your sorcerer spell save DC. On a failed
save, the attacker has disadvantage on all attacks, ability
checks, and its speed is reduced by 10 until the end of its
next turn.

Frozen Soul
At 18th level, you gain immunity to cold damage and
resistance to fire damage.
As an action, you can exude an Aura of Winter in a 10ft
radius around you. Creatures that beging their turn in your
aura must make a Constitution saving throw. A creature takes
4d6 cold damage on a failed save, or half as much on a
successful one. A creature that fails its save against this effect
has its speed halved until the start of your next turn. This
aura lasts for 1 minute. This feature automatically ends if you
fall unconscious, drop to 0 hit points, or die.
Once you use this feature, you can't use it again until you
finish a short or long rest

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