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Sorcerous Origins

Frozen Heart Winter's Grasp


At 1st level, whenever you score a critical hit against a
Your innate magic was born of a union between the elements creature with a spell attack or a creature makes a saving
of air and water, which has granted you some control over the throw against one of your spells and fails by 5 or more, your
forces of winter. You may have narrowly survived a harrowing magic partially freezes the target until the end of your next
blizzard or been blessed by an archfey of ice and snow. Or turn. The spell must deal cold damage to the target to be
maybe you were just born with the ability to manipulate ice. used with this feature.
Frozen Heart Features
In addition to any other effects of the spell, the frozen
target's speed is then halved, and it has disadvantage on
Sorcerer
Level Feature
attack rolls and Dexterity saving throws. A frozen creature
can make a Strength saving throw versus your spell save DC
1st Frozen Heart Magic, Born of Cold and Winter at the end of their turn, ending this effect on a success.
Air, Winter's Grasp If you do not score a critical hit, or a target does not fail its
6th Potent Frost Magic, Step of Ice save by 5 or more, you can still freeze the target by expending
14th Freezing Chains
a sorcery point before any effects of the spell are applied.
18th Ice Palace Potent Frost Magic
Beginning at 6th level, your brumal magic has become so
Frozen Heart Magic potent that cold damage dealt by your sorcerer spells and
Starting at 1st level, you learn an additional spell when you features ignores cold resistance.
reach certain levels in this class, as shown in the Frozen
Heart Spells table. The spell counts as a sorcerer spell for Step of Ice
you, but it doesn’t count against the number of sorcerer spells At 6th level, your footsteps can freeze liquid. You are always
you know. considered to be under the effects of the water walk spell,
unless you choose not to be. While walking on water or a
Frozen Heart Spells water-based liquid, you freeze it to a depth of 6 inches in your
Sorcerer Level Spell space, creating a solid surface for anyone else to walk on.
1st armor of agathys, ice knife Creatures in the liquid when it freezes are harmlessly pushed
to the nearest unoccupied space.
3rd misty step, snilloc's snowball swarm A frozen space melts at the end of your next turn if you did
5th sleet storm, slow not move into that space since the previous turn.
7th ice storm, summon elemental (ice only*)
*Summon Elemental
9th cone of cold, control winds As a Frozen Heart Sorcerer, when you cast the spell summon
11th otiluke's resilient sphere, wall of ice elemental you summon an elemental spirit of ice.

Born of Cold and Winter Air


Beginning at 1st level when you choose this origin, you gain
resistance to cold damage. You can also move across and
climb icy surfaces without needing to make an ability check,
and difficult terrain composed of ice or snow doesn't cost you
extra movement.
When you reach 18th level in this class, your resistence to
cold damage changes to immunity.
In addition, your power gives you innate control over ice,
allowing you to manipulate it and form simple items out of it.
You can use an action to freeze water or melt ice within a 5-
foot cube up to 30 feet away, or shape existing ice within the
same area into complex shapes. You can also form gear out of
ice, such as weapons or simple tools. A single action allows
you to create one piece of equipment that costs 2gp or less,
provided the equipment does not have any moving parts and
is not a focus. You can also make a single melee weapon, or
10 pieces of ammunition for a ranged weapon. Damage
caused by your ice weapons deals additional cold damage
equal to your Charisma modifier (minimum of 1 damage).
When you freeze water or shape ice in this way, it stays
frozen for a number of hours equal to your sorcerer level, and
items you form out of ice last for 1 hour before melting. You
can have a number of effects or items active at a time equal to
your proficiency bonus, and you can dismiss such an effect as
an action.
1 Sorcerer: Frozen Heart + Phoenix Sorcery v1.0
Freezing Chains Mantle of Flame
Beginning at 14th level, when you freeze a creature with your Starting at 1st level, you can unleash the spark of phoenix fire
Winter's Grasp feature, you can expend an additional 2 that blazes within you. As a bonus action, you magically
sorcery points to instead restrain the target. wreathe yourself in swirling fire, and your eyes glow like hot
coals. For 1 minute, you gain the following benefits:
Ice Palace Your speed increases by 10 feet.
At 18th level, your mastery over ice allows you to cast the You gain resistance to fire damage.
spell mighty fortress once without expending a spell slot. You shed bright light in a 30-foot radius and dim light for
When you do, the fortress is made of unmeltable ice pulled an additional 30 feet.
from the Frostfell, the Para-Elemental Plane of Ice, instead of A creature that touches you or hits you with a melee
stone, and it has immunity to cold damage. attack while you are within 5 feet of it takes 1d10 fire
Once you cast mighty fortress, you can't do so again until damage.
you finish a long rest. When you deal fire damage with a spell, you can add your
Charisma modifier to that damage.
Phoenix Sorcery Once you use this feature, you can’t use it again until you
Your innate power draws from the immortal flame of the finish a short or long rest, unless you expend a sorcery point
legendary phoenix, which burns within you. You or an to do so.
ancestor may have aided a phoenix and were blessed for the Combustion Mastery
effort, or you were born in one's presence. Your body may At 6th level, your flames burn hot enough to scorch creatures
have even been suffused with the energies of the Elemental normally tolerant to heat. Fire damage dealt by your sorcerer
Plane of Fire, granting you the powers of the mythical spells and features ignores fire resistance.
creature. Whatever the cause, a shard of the phoenix’s power
dwells within you. Fiery Rebirth
Phoenix Sorcery Features Beginning at 14th level, the spark of phoenix fire within you
Sorcerer Level Feature can flare with life to save you from certain death. When you
are reduced to 0 hit points or die, you return to life at the
1st Phoenix Magic, Ignite, Mantle of Flame beginning of your next turn in a fiery explosion.
6th Combustion Mastery When you do, roll a number of d6s equal to your sorcerer
14th Fiery Rebirth
level. You return to life with that many hit points, and each
creature within 15 feet of you must make a Dexterity saving
18th Soul of the Phoenix throw versus your spell save DC. On a failure, a target suffers
fire damage equal to your sorcerer level, or half as much
Phoenix Magic damage on a success.
Starting at 1st level, you learn an additional spell when you Once you use this feature, you can't use it again until you
reach certain levels in this class, as shown in the Phoenix finish a long rest, unless you spend 10 sorcery points. You
Sorcery Spells table. The spell counts as a sorcerer spell for gain a level of exhaustion when you return to life each time
you, but it doesn’t count against the number of sorcerer spells you use this feature by expending sorcery points.
you know.
Soul of the Phoenix
Phoenix Sorcery Spells At 18th level, you learn how to fully manifest the heart of fire
Sorcerer within you. You gain resistance to fire damage at all times,
Level Spell and when you use your Mantle of Flame feature you gain the
1st burning hands, control flames, produce following additional benefits:
flame
You have a flying speed equal to two times your walking
3rd continual flame, flaming sphere speed, and can hover.
5th fireball, revivify You have resistance to all damage, and immunity to fire
7th aura of life, wall of fire
damage.
9th flame strike, raise dead In addition, when you activate your Mantle of Flame
feature, and as a bonus action on subsequent turns, you can
momentarily transform your body and any equipment you are
Ignite wearing or carrying into a form of pure living fire until the
At 1st level, you gain the ability to start fires with a touch. As beginning of your next turn.
an action, you can magically ignite a flammable object you While transformed in this way, you are immune to the
touch such as a torch, a piece of tinder, or the hem of drapes. grappled and restrained conditions, and you can move
You can also heat an item made of a material that can retain through a space as narrow as l inch wide without squeezing.
heat, such as stone or metal, and concentrate on it (as if on a You can also enter a hostile creature's space and stop there.
spell). The item can be no larger than a 1-foot cube. A heated The first time you enter a creature's space on a turn, that
item deals 1d4 fire damage to anyone who touches it, and is creature takes 1d10 fire damage.
hot enough to cook with or ignite other flammable objects. You can remain in this form without interruption if you
When you reach 5th level, you can use this feature on a begin each of your turns by using a bonus action to extend
suitable object up to a number of feet away equal to your the duration.
sorcerer level. Sorcerer: Frozen Heart + Phoenix Sorcery v1.0
The Arcane Athenaeum 2
Some say the world will end in fire;
Some say in ice.

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Sorcerer: Frozen Heart + Phoenix Sorcery v1.0
3 The Arcane Athenaeum

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