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Sorcerous Origin

D
ifferent 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, 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.
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 hold person
5th frost breath
7th conjure minor elemental (ice only)
9th cone of cold
11th wall of ice
Blood of Ice
Frozen Heart The arcane magic you command is infused with elemental
Propelled by a heart of ice, the blood in your veins runs cold. ice. As the magic flows through your body, you discover you
At 1st level, you’re naturally adapted to cold climates, as can create layers of frost upon your skin. While you are not
described in chapter 5 of the Dungeon Master’s Guide. You wearing armor or wielding a shield, your AC equals 8 + your
can also speak, read, and write Primordial. (Knowing this Dexterity modifier + your Charisma modifier.
language allows you to understand and be understood by Additionally, at 1st level you gain minor control over the
those who speak its dialects: Aquan, Auran, Ignan, and elemental magic that runs in your veins, and learn how to
Terran) harness it to rapidly reduce the temperatures of things
In addition, when you learn any spell that deals damage, around you. You learn the Cryomancy cantrip . This cantrip
you can choose to learn a cold damage version of the spell doesn't count against your number of cantrips known.
instead.

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

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Boulders of Winter
Spells 3rd-level transmutation
Cryomancy Casting Time: 1 action
Transmutation cantrip Range: 120 feet
Casting Time: 1 action Components: V, S
Range: 30 feet/5 foot cube Duration: Concentration, up to 1 minute
Components: S You cause moisture in the air to condense into up to 2 icy
Duration: Instantaneous boulders within range. Each boulder is roughly cylindrical
You target an area that you can see within range, that fits and has a diameter of 5 feet and a height of up to 10 feet.
within a 5-foot cube. You manipulate it in one of the They immediately slam into the ground, each hitting a 5ft-by-
following ways: 5ft area.
If a boulder falls onto a creature of size Medium or
You chill and reduce the temperature within the area, smaller, that creature must make a Dexterity saving throw.
freezing objects when possible (if you choose) . On a failed save, a creature takes 2d6 cold damage and 2d6
You cause a layer of frost to coat the area. bludgeoning damage, and is restrained, pinched between the
You extinguish a small fire. boulder and the ground. On a successful save, a creature
You freeze an area of water, provided that there are no takes half as much damage and must then move 5 feet in
creatures in it. any direction. If the creature cannot move or chooses not to,
they automatically fail the save. If the creature is Large or
Additionally, in an area you can see that fits within a 1-foot bigger, it automatically succeeds on the save. A restrained
cube, you can create and manipulate ice. creature can use an action to make a Strength or Dexterity
check (the creature's choice) against the spell's saving throw
Frozen Gauntlet DC. On a success, the creature is no longer restrained and
Evocation cantrip must move out from under the boulder.
Casting Time: 1 action Starting on your next turn, you can use your bonus action
Range: Self to cause one or more of the boulders to shatter. Each
Components: V, S creature within 5 feet of the shattered boulder must make a
Duration: 1 minute Dexterity saving throw, taking 2d6 cold damage and 2d6
Frost coalesces around one of your hands and ice spikes bludgeoning damage on a failed save, or half as much
begin to form, encasing your entire fist in ice hard as rock. damage on a successful one. If a creature was being
As part of the action to cast this spell you can make a melee restrained by the boulder when it shattered, they are no
spell attack against a target within range. On a hit, the longer restrained.
gauntlet deals 1d4 bludgeoning damage + 1d6 cold damage If you maintain concentration on this spell for its entire
to the target. The gauntlet lasts for one minute, or until duration, the boulders cannot be dispelled and are
dismissed. permanent until destroyed. Otherwise, they fade when the
If the caster is subjected to any damage by fire, the spell ends.
gauntlet melts away. At Higher Levels. When you cast this spell using a spell
This spell's cold damage increases by 1d6 when you slot of 5th level or higher, you create three boulders. With a
reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). spell slot of 7th level or higher, you create four boulders.
With a 9th level spell slot, you create five boulders.
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 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.
This spell's cold damage increases by 1d6 when you
reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

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Frost Breath Hypothermia
3rd-level evocation 5th-level evocation
Casting Time: 1 action Casting Time: 1 action
Range: Self/40-foot cone Range: 90 feet
Components: V, S Components: V
Duration: Instantaneous Duration: Concentration, up to 1 Minute
Attack/Save: Dexterity Attack/Save: Dexterity
You release powerful chiling blast in a cone-shaped area You send a bone chilling blast of freezing energy at one
dealing extreme cold damage to all susceptible creatures, creature you can see within range. The target must make a
items, and materials in its path. Each creature in a 40-foot Dexterity saving throw. It takes 8d6 cold damage on a failed
cone must make a Dexterity saving throw. A creature takes save, or half as much damage on a successful one. On a
8d6 cold damage on a failed save, or half as much damage failed save, the target also continues to freeze and has it's
on a successful one. The cone extends outward from the movement reduced by half for the spell's duration. At the
caster's mouth, and those that could not resist the brunt of end of each of its turns, the target repeats the saving throw.
the frigid breath were also knocked prone, and pushed back It takes 4d6 cold damage on a failed save, and the spell ends
20 feet towards the edge of the 40-foot cone. on a successful one. This magical hypothermia can’t be
At Higher Levels. When you cast this spell using a spell remedied by nonmagical means.
slot of 4th level or higher, the damage increases by 1d6 for If damage from this spell kills a target, the target is turned
each slot level above 3rd. to ice.
Cold Snap Heart of Ice
4th-level evocation 7th-level evocation
Casting Time: 1 action Casting Time: 1 action
Range: Self/15-foot sphere Range: Touch
Components: V, S Components: V, S
Duration: Instantaneous Duration: Instantaneous
Attack/Save: Dexterity Attack/Save: Constitution
Frost coalesces around you, and in a flash you unleash a You harness the ice that runs in your veins, and unleash
wave of freezing energy from your body that explodes into the torment of your Frozen Heart on a target other than
piercing shards of ice in a 15-foot radius. All creatures yourself that you can touch. The target must make a
within 15 feet of you must make a Dexterity saving throw. Constitution saving throw. It takes 8d8 + 40 cold damage on
On a failed save, each creature takes 2d6 piercing damage a failed save, or half as much damage on a successful one.
and 5d6 cold damage. In addition, creatures of Large size or When touched, the creature's skin turns black as the sky
smaller are frozen and considered paralyzed until the end of of the Negative Energy plane itself, and their body becomes
their next turn. On a successful save, the creatures take half rimed with white frost. A creature reduced to zero hit points
as much damage but suffer no addtional effects. by this spell feels their heart turn to ice and shatter causing
At Higher Levels. When you cast this spell using a spell immediate death, and becomes a frozen statue until it
slot of 5th level or higher, both piercing damage and cold thaws. If the creature was able to resist, he or she still
damage increase by 1d6 for each slot level above 4th. suffered a large amount of cold damage, and could do
nothing except yell and choose which direction to fall down
Heat Leech as their body was wracked with uncontrollable shivering,
5th-level evocation leaving them paralyzed until the start of their next turn.
As an ironic side effect, survivors of this spell were
Casting Time: 1 action immune to further cold damage for up to two hours. Priests
Range: 60 feet of Auril were partially immune to this spell, as were
Components: V, S creatures that thrived in extreme cold such as remorhaz,
Duration: Concentration, up to 1 Minute winter wolves, white dragons, and denizens of the
Attack/Save: Dexterity Paraelemental Plane of Ice. These creatures and individuals
You draw on the warmth of another to satiate your frozen suffered no damage if they resisted the spell, and minor
heart and regain missing hit points. Choose a creature you internal bruising if they did not.
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 use your action on your turns Art Credits:
to automatically deal 4d8 cold damage to it. The spell ends All images used in this document are not my own, and are
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. listed in order of appearance.
Whenever the spell deals damage, you regain hit points Sorcerer image by OPOA
equal to half the amount of the damage taken. Let It Snow image by depingo
At Higher Levels. The damage increases by 1d8 for each Snowflake image from FREEPNGs.com
slot level above 5th.

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