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Introduction

Frostbrand
three Themed around the fire- and cold damage types, the

T
he Tome of Elemental Origins contains
subclasses for the Sorcerer class in Frostbrand subclass offers ways to make even more
Dungeons & Dragons 5ᵗʰ Edition. These effective use of the hallmark area-of-effect spells
subclasses are themed around the presented by these damage types.
elemental damage types available to
players: acid, cold, fire, lightning, poison, Frostbrand Features
and thunder- the subclasses in this tome
being focused around two different Level Subclass Feature(s)
damage types at a time. A high level overview of the 1st Frostbrand Magic, Cauterize
subclasses within this tome and the damage types 6th Thermodynamics, Nonconductor
around which they have been created can be found 14th Conflagrate & Glaciate
below: 18th Thermal Maelstrom

Blightblood Electric Heart


The Blightblood subclass focuses on poison- and acid The Electric Heart subclass lets you bring the thunder
damage while providing an array of defensive- and and lightning to your enemies’ doorstep, providing ways
debuffing options to reduce the damage dealt by to deal damage to nearby enemies and quickly
enemies, while increasing the damage dealt to them. disengaging from direct harm when it finds you.
Blightblood Features Electric Heart Features
Level Subclass Feature(s) Level Subclass Feature(s)
1st Blightblood Magic, Acrid Blood 1st Electric Heart Magic, Sparkjump
6th Vile Miasma, Mithraditism 6th Transistor, Dynamo
14th Corrosive Reagents 14th Amplifier
18th Exaltation in Blight 18th Electric Form

I N T RODUC T ION
2
Blightblood
ot- the undoing of all life, the

R
destruction of warmth and hope- in the
eyes of many. Sorcerers who carry the
Blightblood know this to be false;
through rot and decay, life is broken poison ambassador
down into its basest components, from nise loftsteinn
which new life may sprout. Within them
flows magic strongly rooted in the elements of poison
and acid- elements adept at deconstructing matter, both
organic and inorganic, accelerating the process of decay
to give way to new life. It is up to you how your sorcerer
obtained the Blightblood. If you are in need of
inspiration, confer with the Blightblood Origins table
below.
Blightblood Origins
D6 Origin
1 You escaped Yuan-ti intending to sacrifice you, at the
cost of being bitten during your escape. The poison did
not kill you, but instead made you stronger.
2 One of your parents made a pact with a Green Dragon.
Faint traces of the pact’s magic still reside within you.
3 You grew up near a druidic Circle of Spores, the
environment around altering your body as you grew up.
4 You were once an alchemist, but after ingesting what you
had thought to be a potion of youth forever changed
your being.
5 You were infected by a fungus which now acts as a
symbiote, granting you your magic.
6 One of your ancestors is a couatl, its legacy the magic
flowing through your veins.

SORCEROUS ORIGIN | BLIGHTBLOOD


3
Blightblood Magic if they posess it, and you may treat immunity to poison
1st-level Blightblood feature damage as if it was resistance.
You learn additional spells when you reach certain Mithridatism
levels in this class, as shown on the Blightblood Spells
table. Each of these spells counts as a sorcerer spell for 6th-level Blightblood feature
You gain immunity to the Poisoned condition.
you, but it doesn’t count against the number of sorcerer Furthermore, when you cast a spell that requires
spells you know. concentration, you gain resistance to acid- and poison
Whenever you gain a sorcerer level, you can replace damage while maintaining concentration on the spell.
one spell you gained from this feature with another spell
of the same level. The new spell must be a necromancy Corrosive Reagents
or transmutation spell from the sorcerer, warlock, or 14th-level Blightblood feature
wizard spell list. When you hit an enemy with or an enemy fails a saving
Blightblood Spells throw against a spell of 1st level or higher that deals
acid damage, you leave a coating of acid on the targeted
Sorcerer Level
1st
Spells
Ray of Sickness, Detect Poison and Disease
enemy, affecting them in one of the following ways:
3rd Acid Arrow, Protection from Poison An airborne enemy immediately falls to the ground,
5th Stinking Cloud, Gaseous Form the thick coating of acid causing it to become too
7th Blight, Vitriolic Sphere heavy to remain airborne.
9th Cloudkill, Contagion The enemy’s movement speed is halved.
Attack rolls are made with advantage against the
Additionally, you may confer with the Manifestations of enemy.
Magic table to gain inspiration for how your sorcerer Attacks made by the enemy suffer a penalty to the
manifests their magic. damage dealt equal to your Constitution modifier.
The enemy takes an amount of damage at the start of
Manifestations of Magic its turns equal to your Constitution modifier.
D6 Manifestation Constitution saving throws made by the enemy are
1 Your veins darken to a sickly, dark green hue. made with disadvantage.
2 Your fingertips and eyes glow a toxic green.
You may choose one effect per cast spell. The effect
3 Drops of blood trickle from facial orifices.
remains until you use this feature again, or until an
4 Any plantlife covering the ground on which you stand
affected enemy uses its action to wipe off the acid.
quickly decays.
The number of creatures you can affect with this
5 Clusters of boils rapidly appear and fade from the skin
feature per turn is equal to your proficiency bonus, as is
on your extremities.
the amount of times you can use this feature per long
6 The skin of your extremities darken as the toxins in your
blood coalesce to form the spell you cast.
rest.
Exaltation in Blight
Acrid Blood
18th-level Blightblood feature
1st-level Blightblood feature
Blighting blood flows through your arteries, corroding As an action, you become an avatar of decay, lasting for
and decaying anything that comes into contact with it. one minute or until you are knocked unconscious. While
When you are hit by a weapon attack, you may use your this feature is active, you are granted the following
reaction to reduce the damage dealt to you by 1d4. The benefits:
damage reduction increases to 1d8 when you reach 6th The damage reduction from Acrid Blood is
level in this class, 2d6 at 14th level, and 2d10 at 18th maximized.
level. Enemies that start their turn within 15 ft. from you
Alternatively, when you are hit by a melee weapon must make a Constitution saving throw or take 2d10
attack, you may opt to deal acid or poison damage (your poison damage, or half as much on a succesful
choice) equal to your Sorcerer level to the attacker, saving throw.
rather than reducing the attack’s damage. You gain immunity to acid- and poison damage.
Vile Miasma You may choose two effects to impose on enemies
6th-level Blightblood feature
with Corrosive Reagents, rather than one.
The poisons you conjure forth are so potent that even Once you have used this feature, you cannot use it again
the most robust of constitutions cannot remain until you have finished a long rest, unless you use 6
unaffected by them. When you deal poison damage, you sorcery points to use it again.
may ignore your target’s resistance to this damage type

SORCEROUS ORIGIN | BLIGHTBLOOD


4
rootha
squallheart
anna podedworna /
@akreon

Frostbrand
ire and ice, the heat and cold-

F
Frostbrand Origins
the innate dichotomy between these
two apparent polar opposites is a D6 Origin
hallmark element in many pieces of 1 You were a wizard who bit off more than they could chew
folklore, art and music. To many, they in casting a dangerous, volatile evocation spell, the
are night and day, black and white, but magic overpowering and fusing with you.
not to sorcerers that carry the 2 You spent time on the border of the Shadowfell, where
Frostbrand. They know the warmth and cold to be two the Plane of Ash and Plane of Ice meet, absorbing some

sides of the same coin, that the only difference between of the elemental magic present there.

them is a matter of temperature. These sorcerers 3 You are a descendant of a long-lost lineage of Frost- and

posess an innate magical gift to manipulate Fire Giants.

temperature, inheriting it perhaps from an ancestor or 4 You fought a horde of Magma- and Ice Mephits and lived

otherwise having obtained it through the events which to tell the tale. The fleeting magic of their corpses

occured during their lifetime. How your sorcerer trickled into your open wounds.

obtained their powers is up to you to decide. Consult the 5 You are a descendant of an Ice Devil.

Frostbrand Origins table for a possible origin of your 6 You were trapped between Phlegethos and Stygia, the

power. fourth and fifth circle of the Hells. Over time, their
infernal magic trickled into your pores, granting you your
magic.
S ORCE ROU S OR IG I N | F ROST BR A N D
5
Frostbrand Magic Thermodynamics
1st-level Frostbrand feature 6th-level Frostbrand feature
You learn additional spells when you reach certain The heat and cold come naturally to you, allowing you to
levels in this class, as shown on the Frostbrand Spells shift the magic you cast to your advantage in a pinch.
table. Each of these spells counts as a sorcerer spell for You gain access to the Transmuted Spell metamagic
you, but it doesn’t count against the number of sorcerer option, or a different one if you already have it.
spells you know. When you use Transmuted Spell to change the
Whenever you gain a sorcerer level, you can replace damage type of a spell that deals cold- or fire damage to
one spell you gained from this feature with another spell its respective opposite type, you do not need to expend a
of the same level. The new spell must be an evocation or Sorcery Point to do so.
a transmutation spell from the sorcerer, warlock, or
wizard spell list. Nonconductor
6th-level Frostbrand feature
Frostbrand Spells The thermal magic flowing through your veins renders
you immune to the scorching sun and the deepest of
Sorcerer Level Spells
winters. You are unaffected by the effects of the extreme
1st Burning Hands, Armor of Agathys
heat & cold.
3rd Scorching Ray, Heat Metal
Additionally, you can spend 1 sorcery point to gain
5th
7th
Fireball, Elemental Weapon
Fire Shield, Ice Storm resistance to fire- and cold damage for 10 minutes.
9th Immolation, Cone of Cold Conflagrate & Glaciate
Additionally, you may confer with the Manifestations of 14th-level Frostbrand feature
Your thermal magic becomes more potent. When you
Magic table to gain inspiration for how your sorcerer deal cold- or fire damage or heal a creature with
manifests their magic. Cauterize, you can add your Charisma modifier to the
Manifestations of Magic damage and/or healing dealt.
D6 Manifestation Thermal Maelstrom
1 A faint aura emanates from your silhouette, shifting from 18th-level Frostbrand feature
light blue to bright orange. You learn to unleash the full extent of the duality
2 Your skin is alternatingly cold and hot to the touch. residing within you onto the battlefield.
3 One half of your body begins forming a layer of frost on As an action, you create a vortex of thermal magic
your skin, the other half begins emanating steam. within 60 ft. of you. All creatures within 30 ft. of the
4 Parts of your body become a chilly blue, the remainder a center of the vortex must make a Strength saving throw
boiling red. or be pulled 15 ft. towards the vortex’s center and take
5 The ground on which you stand repeatedly freezes and 2d8 fire and 2d8 cold damage. Friendly creatures within
boils. the radius may benefit from Cauterize.
6 Your pulse alternates between slowing down to a crawl On a succesful save, they take half as much damage
and subsequently speeding up rapidly. and aren’t pulled towards the center.
Cauterize For the next minute, you can use your bonus action to
1st-level Frostbrand feature reapply the effects of the vortex to creatures caught
You gain the ability to manipulate the heat and cold of within its radius.
your magic in an extremely precise manner- where you
would normally harm creatures with frost & flame, you The vortex lasts for 1 minute or until you are knocked
can now opt to heal them instead. unconscious. Once you use this feature, you can’t use it
When you hit a creature with a spell of 1st level or again until you finish a long rest, unless you spend 7
higher that deals cold- or fire damage, you can instead sorcery points to use it again.
heal them for an amount of hit points equal to your
Sorcerer level.
The number of creatures you can affect with this feature
per turn is equal to your proficiency bonus, as is the
amount of times you can use this feature per long rest.

S ORCE ROU S OR IG I N | F ROST BR A N D


6
electric heart
sorcerer
maarten pelders

Electric Heart
lectricity courses through

E
your veins, granting you the power to
control and manifest lightning; a gift
bestowed upon you perhaps through
an inherited affinity with the
Elemental Plane of Air, a pact made
with a Storm Giant, or your
presence in a cataclysmic thunderstorm. In the end, it is
up to you how you acquired your powers. If you need
inspiration, confer with the Electric Origins table for
examples of how you acquired your magic.
Electric Origins
D6 Origin
1 Ages ago, a distant ancestor made a pact with a Storm
Giant. The magic granted by this pact laid dormant in
your bloodline, until a cataclysmic storm awakened the
lightning deep within you.
2 Lost and abandoned for years on the Elemental Plane of
Air, you were touched by its raw magic, now carrying a
small part of the Plane with you wherever you go.
3 Mere moments after your heart had stopped beating, a
lightning bolt struck your chest, restarting your heart and
turning your veins an electric blue for a second. You now
hold the power of lightning itself, dependent on it to
keep you alive.
4 A lightning bolt struck the nursery you resided in as a
child, which consequentially burned down. You were the
only child found residing within the rubble, your tiny
palms crackling with electricity.
5 In their adventuring days, one of your parents was struck
by the breath attack of a Blue Dragon, which they
narrowly survived. Years later, you were born with a faint,
blue-glowing skin.
6 As a child, you had climbed into the great oak tree on the
outskirts of your village after your friends had dared you
to. You were too afraid to climb back down as dark
clouds rolled over the village and lightning struck the
great tree, with you residing in its branches.

S ORC E RO U S OR IG I N | E L EC T R IC H E A RT
7
Electric Heart Magic Transistor
1st-level Electric Heart feature 6th-level Electric Heart feature
You learn additional spells when you reach certain You learn to effortlessly transform elemental magic into
levels in this class, as shown on the Electric Heart its electric equivalent. You gain access to the
Spells table. Each of these spells counts as a sorcerer Transmuted Spell metamagic option, or a different one
spell for you, but it doesn’t count against the number of if you already have it.
sorcerer spells you know. When you use Transmuted Spell to change the
Whenever you gain a sorcerer level, you can replace damage type of a spell to lightning or thunder, you can
one spell you gained from this feature with another spell use Transmuted Spell even if you have already used a
of the same level. The new spell must be an evocation or different Metamagic option during the casting of the
a transmutation spell from the sorcerer, warlock, or spell.
wizard spell list. Dynamo
Electric Heart Spells 6th-level Electric Heart feature
When you use Transistor to transmute a spell’s damage
Sorcerer Level Spells
type to lightning or thunder damage, you gain a Fleeting
1st Witch Bolt, Thunderwave
Sorcery Point. You may use this Fleeting Sorcery Point
3rd Shatter, Hold Person
to fuel your metamagic options as a normal one would,
5th Lightning Bolt, Thunderstep
but if the Fleeting Sorcery Point remains unused by the
7th Storm Sphere, Elemental Bane
end of your next turn, it disappears.
9th Destructive Wave, Hold Monster
You can use this feature a number of times equal to
Additionally, you may confer with the Manifestations of your proficiency bonus. You regain all expended uses
Magic table to gain inspiration for how your sorcerer upon finishing a long rest.
manifests their magic. Amplifier
Manifestations of Magic 14th-level Electric Heart feature
Once per turn, when you deal damage to a creature with
D6 Manifestation
a spell of 1st level or higher that deals lightning or
1 Your eyes glow an electric blue and sparks shoot out
thunder damage, you may choose to target an additional
from the corners of your eyes.
number of creatures equal to your proficiency bonus
2 Your veins glow with electricity pulsing towards your
within 10 ft. of the original target. These creatures take
fingertips.
half the damage dealt to the initial target (rounded up),
3 Your skin becomes a translucent navy blue, your skeletal
unless they succeed a Constitution saving throw against
structure visible.
your spell save DC. Creatures hit by the initial spell
4 Lightning crackles from your fingertips, zapping back
and forth between your hands.
cannot be targeted by this feature.
5 Your extremities glow a bright electric blue, the blood in Electric Form
your veins pulsing with white light matching the beat of 18th-level Electric Heart feature
your heart. As an action, your form becomes one of pure electricity,
6 Your heart emanates a bright, white light, every beat lasting for one minute or until you are knocked
sending jolts of light through your body. unconscious. While this feature is active, you are
Sparkjump
granted the following benefits:
1st-level Electric Heart feature You gain a flying speed equal to your movement
You gain the ability to transport yourself to safety by speed, and you can hover.
harnessing the energy of an incoming attack. When you You gain immunity to lightning and thunder damage,
are hit by an attack, you can use your reaction to as well as nonmagical slashing, piercing and
teleport to a space you can see within 30 ft. Enemies bludgeoning damage.
within 5 ft. of your location prior to teleporting take While this feature is active, you may use the Spare
lightning damage equal to your Sorcerer level. the Dying cantrip, and can cast it as a bonus action.
You can use this feature a number of times equal to Once you have used this feature, you cannot use it again
your proficiency bonus. You regain all expended uses until you have finished a long rest, unless you use 6
after finishing a long rest. sorcery points to use it again.

S ORC E RO U S OR IG I N | E L EC T R IC H E A RT
8
Credits
Template(s) Designer
Templates by u/Kaiburr_Kath-Hound:
Pages 2: Rime of the Frostmaiden Template
Pages 3-4: Tomb of Annihilation Template
Pages 5-6: Rime of the Frostmaiden Template
Pages 7-8: Storm King’s Thunder Template

Editing Tool
The Homebrewery

Front & Back Page


Johannes Voss

Page 2, Introduction
Backdrop: Marta Nael

Page 3, Blightblood
Character: Nise Loftsteinn
Backdrop: Jordi Versteege

Page 5, Frostbrand
Character: Anna Podedworna
Backdrop: Igor Kieryluk

Page 7, Electric Heart


Character: Maarten Pelders
Backdrop: Dominik Mayer

Legal
The contents of this document is unofficial Fan
Content permitted under the Fan Content Policy.
Not approved/endorsed by Wizards. Portions of
the materials used are property of Wizards of the
Coast. ©Wizards of the Coast LLC.

Created by The Goosequill. You can find this, and


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