Sorcerous Origins

Different sorcerers claim different origins for their innate magic. Although many variations exist, most of these origins fall into three categories: a draconic bloodline, an elemental adaptation, and wild magic.

Descendant of Niflheim

The Plane of Ice is known by many names and home to some of the coldest creatures that roam the multiverse. It is said that it contains places where even ice itself freezes and not even the thought of fire or warmth exists.

You draw your power from this realm. One of your ancestors may have made a pact with a Immoth. Perhaps you were touched by the Cold as a child, or maybe you are just a fluke of the Weave. Whatever the case, the Cold is a part of you, and you know how to use its power with devastating efficiency.

Born of cold and winter air

At 1st level, you add Arctic Wind to your list of known cantrips. When you cast this spell, it deals extra cold damage equal to half your sorcerer level.

Variant Rule If you like to add additional flavor to the class, you can use the feature below. Wintertouched Your affinity to cold has made you immune to the effects of cold weather. However, you can't handle the warmth of fire spells and as such are unable to learn them.

Aura of Cold

Starting at 1st level, you can freeze the air around you , draining heat from friend and foe alike.

As a bonus action you create an Aura of Cold that extends 5 feet from you in every direction. A thin sheet of ice covers the ground in this area, making it difficult terrain. The aura lasts 1 minute, until you fall unconscious, or you dismiss it as a bonus action.

If an enemy within this aura makes an attack roll against you, you may use your reaction to deal cold damage equal to your Charisma modifier to the attacker.

You can use Aura of Cold a number of times equal to your charisma modifier. You regain all uses after a long rest.

Frigid Infusion

Starting at 6th level, when you cast a spell that deals cold damage, add your Charisma modifier to that damage.

When you hit a target with a Cold spell, you can spend 1 sorcery point to freeze it in ice. That creature is grappled for 1 minute or until it breaks free; the DC to escape this grapple is equal to your spell save DC.

Heart of Ice

Starting at 14th level, your icy aura grows stronger - and colder.

Your Aura of Cold extends to 10 feet. When you activate it, you may spend 1 sorceery point to create slippery ice in the aura while it lasts. Creatures entering or moving within this zone must succeed on a Dexterity saving throw against your spell save DC or fall prone. A creature must only make one such save each turn.

Your Aura of Cold only ends when you fall unconscious or dismiss it.

Piercing Cold

Starting at 18th level, the air around you is not merely cold, it slices through the heaviest clothing and bites the soul.

Your Aura of Cold extends to 15 feet. Each enemy within your aura is vulnerable to cold damage and has their speed reduced by 10 feet. Enemies normally resistant to cold damage lose that resistance (but do not gain vulnerability from this effect).

As an bonus action, you may expend a spell slot to extend the radius of your Aura of Cold by 5 feet per level of the spell slot expended. This effect lasts for one minute, or until you lose your concentration (treat this effect as though you were concentrating on a spell).

Once you use this feature, you can't use it again until you complete a long rest.