Sorcerer
Base Class: Sorcerer

Frostborn sorcerers are born of ice and are adept with the cold.

Frostborn Spells

You learn additional spells when you reach certain levels in this class, as shown on the Frostborn Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an evocation or a conjuration spell from the sorcerer, warlock, or wizard spell list.

Frostborn Spells
SORCERER LEVEL SPELLS
1st Armor of Agathys, Ice Knife
3rd Rime's Binding Ice, Warding Wind
5th Sleet Storm, Protection from Energy
7th Freedom of Movement, Resilient Sphere
9th Cone of Cold, Hold Monster

Investiture of Ice

Starting at 1st level, you can glide like ice over difficult terrain so that it doesn't hinder your movement,  and nonmagical fog or storms do not hinder your vision.

In addition, you can use your action to unleash your Arctic Veil, an emanation of thin, cold fog within 10ft of you that lasts for one minute. Any hostile creature within this area subtracts your proficiency bonus from any Constitution, Strength, or Dexterity saving throws it makes. You can use this ability a number of times equal to your Constitution modifier, and you regain all expended uses on a long rest.

Bitter Cold

Starting at 6th level, you become resistant to cold damage.

In addition, if you successfully deal cold damage to a target using a spell of 1st level or higher, you can use a bonus action on your turn to force a number of creatures damaged by that spell up to your Charisma modifier (min. 1) to make a Strength saving throw against your spell save DC or be restrained until your next turn. You can use this ability a number of times equal to your proficiency bonus and you regain all expended uses on a long rest. 

Arctic Aurora

Starting at 14th level, your Arctic Veil's range increases to a 20 ft. radius around you. In addition, if a hostile creature enters the veil or starts its turn there, you can, as a reaction, expend 1 sorcery point to force it to make a Constitution saving throw against your spell save DC. If the creature fails, the creature's movement speed is 0 until the end of its turn.

Frozen Soul

At 18th level, you gain immunity to cold damage.

In addition, you can expend 4 sorcery points as an action to restrain a creature within 60 ft of you in a thick sheet of ice for 1 minute. This effect does not affect creatures that are flying or creatures immune to cold damage. The creature can make a Strength save against your spell save DC at the end of each of its turns, escaping on a success.

Previous Versions

Name Date Modified Views Adds Version Actions
5/7/2026 7:42:44 PM
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