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### Arctic Ancestry Your magic is tied to a creature, being, or place that embodies the harsh and cold nature of ice. Perhaps you were abandoned in a blizzard as a child, or a frost giant, white dragon, or other creature with a strong tie to ice and snow raised you as one of their own. With this magic, you can chill your foes with the coldest ice, allowing you to slow their advance and freeze them to their core. You can also empower your defences with ice, using your arctic magic to better resist frigid conditions and dangerous environments. Regardless of how you got this magic, and what you choose to do with it, the very essence of ice is embedded within you, waiting for an outlet. ##### Arctic Origin Spells | Sorcerer Level | Spell | |:-:|:-| | 1st | *ice knife* | | 3rd | *glacial path* | | 5th | *frost lance* | | 7th | *ice storm* | | 9th | *cone of cold* | | 11th | *wall of ice* |
> ##### Variant Feature: Origin Spells > You gain spells at the sorcerer levels noted in the origin spells table. Once you gain an origin spell, you always know it, and it doesn't count against the number of spells you know. > > If you have an origin spell that doesn't appear on the sorcerer spell list, the spell is nonetheless a sorcerer spell for you. \columnbreak
#### One with the Arctic At 1st level, your bond with ice allows you to resist arctic landscapes. You're naturally adapted to cold climates, as described in chapter 5 of the *Dungeon Master's Guide.* #### Permafrost Starting when you choose this origin at 1st level, your spells call the chilling nature of ice. You learn the *frostbite* cantrip, which doesn't count against your number of sorcerer cantrips known. When you deal cold damage to a creature on your turn, you can use your bonus action to cause a flash of ice to appear. A 5-foot radius of difficult terrain appears, centered on that creature (but doesn't move with that creature), which lasts until the start of your next turn. #### Iceborn At 6th level, your affinity with ice empowers your defences. You gain resistance to cold damage. Additionally, when you finish a short or long rest, you gain a number of temporary hit points equal to your sorcerer level. #### Snap Freeze Also at 6th level, the ice you create is harsh, and those who fall to your spells are infused with your cruel magic. When you reduce a creature that's small or larger to 0 hit points with a sorcerer spell that deals cold damage, you can have its dead body turn to an ice statue. An ice statue is an object with an AC of 10 and a number of hit points equal to your sorcerer level. If its reduced to 0 hit points, it shatters harmlessly. It is frozen matching the position of the creature that died, and if any part of it is destroyed, the creature suffers from similar deformities if it is restored to life. You can spend 1 sorcery point as a bonus action to shatter a statue as long you can see it and it is within 60 feet of you. When an ice statue is shattered this way, all creatures within 10 feet of it must make a Dexterity saving throw, taking cold damage equal to half your sorcerer level + your Charisma modifier on a failed save, or half as much on a successful one. That statue is then destroyed.
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#### Arctic Stride Starting at 14th level, your body has completely adapted cold climates. Difficult terrain comprised of ice or snow costs you no additional movement. Additionally, you can enter solid ice and move from inside it to any other solid ice within 120 feet. Both of the solid ice (be it terrain or an object) must be at least the same size as you, and you must use 5 feet of movement to enter the ice. You instantly know the location of all other ice within 120 feet and, as part of the move used to enter the ice, can either pass into other solid ice or step out of the ice you're in. You appear in a spot of your choice within 5 feet of the destination ice, using another 5 feet of movement. If you have no movement left, you appear within 5 feet of the solid ice you entered. You can step inside solid ice this way a number of times equal to your Charisma modifier (minimum of 1), and regain all uses when you finish a long rest. #### Ring of Frost Also at 14th level, whenever you use your Permafrost feature, you can spend 2 sorcery points. If you do so, the radius of the ice increases by 10 feet, it lasts for 1 minute, and any number of creatures of your choice that you can see ignore the effects of the ice. You can dismiss ice created this way any time on your turn (no action required). #### Absolute Zero At 18th level, you can release primal, frigid magic that freezes anything it touches. As an action on your turn, you can spend 5 sorcery points to release this burst of freezing elemental power in a 60-foot radius, centered on you. Creatures of your choice in the radius must make a Constitution saving throw. On a failed save, the creature turns to ice, becoming subjected to the petrified condition. The icy form lasts for a minute or until the creature takes damage. The effect ends on affected targets if you use this feature again. Additionally, any water or other harmless liquid in the radius is immediately frozen, and doesn't melt until it takes fire damage from a spell of 7th level or higher. ### Additional Spells The following spells are additional spells for the Arctic Ancestry Sorcerer, and are a part of their Origin Spells list. #### Frost Lance *3rd-level evocation* ___ - **Casting Time:** 1 action - **Range:** 120 feet - **Components:** V, S, M (a white dragon's scale) - **Duration:** Instantaneous ___ You hurl a frigid lance forged from ice at a creature you can see within range. Make a spell attack roll against the target. You have advantage on the attack roll if its movement speed has been reduced or is 0. On a hit, the target takes 5d12 cold damage. ***At Higher Levels.*** When you cast this spell using a spell slot of 4th level or higher, the spell's damage increases by 1d12 for each slot level above 3th. \columnbreak
#### Glacial Path *2nd-level evocation* ___ - **Casting Time:** 1 action - **Range:** Self (60-foot line) - **Components:** V, S - **Duration:** 1 minute ___ You cause a pulse of frost energy to burst out from you in a line 15-feet wide and 30 feet long, covering the ground in the line in slick ice for the duration. Hostile creatures treat this ice as difficult terrain. When you first cast the spell, you can designate any number of creatures you can see. When those creatures move on the ice, they only need to expend 1 foot of movement for every 2 feet they move. ***At Higher Levels.*** When you cast this spell using a spell slot of 3rd level or higher, the length of the line creases by 30 feet and the width of the line increases by 10 feet for each slot level above 2nd.
> ##### Credits > - Created by u/Rain-Junkie. More of my work can be found [here](https://drive.google.com/drive/folders/0B4DXaYGyECU5ODl6Y3R5STVjRGM?usp=sharing). Version 2.0 [25/08/20] > - Artwork was created by [Tom Lopez](https://www.artstation.com/tomlopez). > - Made using [GMBinder](https://homebrewery.naturalcrit.com/).