Sorcerer
Base Class: Sorcerer

Your innate magic is tied to the power of the frost, winds, and elemental powers of the cold. Some with this power trace their lineage to ancient giants, others to those who made pacts with otherworldly entities of frost, some to druids of legend who kept the order of the  icy tundras. Regardless of its origin, the magics granted are that of the frigid cold.

Level 3: Cold Blooded

The magic in your body manifests as a natural resistance to the cold.

Level 3: Icy Magics

When you reach a Sorcerer level specified in the Icy Magics table, you thereafter always have the listed spells prepared.

Icy Magics
Sorcerer Level Spells
3 Feather Fall, Chromatic Orb, Fog Cloud, Misty Step
5 Wind Wall, Sleet Storm
7 Control Water, Ice Storm
9 Conjure Elemental, Scrying

Level 6: Tundra Touched

Your arctic magic has an effect of the potency of your spells, when you cast a spell that deals Cold damage, you can add your Charisma modifier to one damage roll of that spell. At the same time you can use 1 Sorcery Point to gain resistance to Fire damage for 10 minutes.

Level 14: Frigid Shroud

As a Bonus Action, you can cause an icy shroud of your description to enwrap you as protection. The shroud lasts for 1 hour or until you dismiss it (no action required). For the duration, you gain a plus 10 to your AC and have immunity to Cold damage.

Once you use this feature, you can’t use it again until you finish a Long Rest unless you spend 3 Sorcery Points (no action required) to restore your use of it.

Frigid Shroud

As a Bonus Action, you cansummon an icy shroud of your description to enwrap and protect you. The shroud last for 1 hour or until you dismiss them (no action required). For the duration, gaim invulnerability to Cold damage and gain a plus 10 to your AC.

Once you use this feature, you can’t use it again until you finish a Long Rest unless you spend 3 Sorcery Points (no action required) to restore your use of it.

Activate Frigid Shroud

You have activated your Frigid Shroud.

Level 18: Frost-bitten Frenzy

 

At 18th level, you summon arctic spirits to alter the battlefield. As an action, you summon the spirits in a 30-foot cube originating from you. The spirits look like icy constructs of your choice. The spirits are intangible and invulnerable, and they create the following effects within the cube before vanishing:

  • The spirits cause ice and snow to form within the cube, creating difficult terrain for all enemies.
  • Any fire is extinguished and all Fire damage caused during the duration of this effect is reduced to 0.
  • All enemies within the cube take 3D10 cold damage + your proficiency bonus.

Once you use this action, you can’t use it again until you finish a long rest, unless you spend 7 sorcery points to use it again.

Previous Versions

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3/28/2026 8:05:33 PM
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