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Sorcerous Origins: Cryomancy
\pagebreak # Frozen Soul In the lost worlds where frost and snow dominate the landscape, a lineage of sorcerers known as the Frostbloods emerged. Gifted with a unique connection to the primordial forces of ice and cold, these sorcerers wield cryomancy with an elegance and power unmatched. The origins of the Frostbloods are shrouded in mystery, with whispers of an ancient pact made between their ancestors and a frost deity. As a result, those born into this lineage inherit an innate ability to manipulate the very essence of winter. The magic of the Frostbloods is not just a means of offense; it is a manifestation of their connection to the frozen world. Frostblood sorcerers are often marked by distinctive physical traits, such as frost-kissed hair or eyes that shimmer like icy pools. As they harness their cryomantic powers, their presence is accompanied by a subtle drop in temperature, leaving a trail of frost wherever they tread. Whether born into the Frostblood lineage or chosen by the frost deities, those who walk the path of the cryomancer subclass are a testament to the enduring power of winter's grasp. ### Icy Magic You learn additional spells when you reach certain levels in this class, as shown on the Frozen Soul Spells table. Each spell counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. These spells can’t be replaced when you gain a level in this class. 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 abjuration or a transmutation spell from the sorcerer, warlock, or wizard spell list. ### Frozen Soul Expanded spell Lsit | Sorcerer Level | Spells | |:---:|:-----------:| | 1st | Armor of Agathys, Sanctuary | | 3rd | Rime’s Binding Ice, Snilloc’s Snowball Swarm | | 5th | Freedom of the Waves, Hunger of Hadar | | 7th | Evard’s Black Tentacles, Ice Storm | | 9th | Cone of Cold, Far Step | \columnbreak ### Chilly Reception At 1st level, as a Reaction when you take damage, you can convert the incoming damage type to Cold. Whenever you take Cold damage this way, you receive 1 point of Numbing. You can have a number of Biting Cold points equal to your Proficiency Modifier. As a Bonus Action, you can spend any number of your Biting Cold points to make your outgoing spells deal an additional 1d6 of Cold damage per point. This increases to 1d8 at 5th level, 1d10 at 11th level, and 1d12 at 17th level. ### Temperate Existence At 6th level, the chill in your soul rivals even the most frigid environments. You gain resistance to Cold damage. ### Ambient Occlusion At 14th level, you emit an aura of frost with a radius of 15 feet, you can designate any number of creatures you can see to be unaffected by it at the end of a Short or Long rest. Within the aura is considered difficult terrain and you have a modicum of control over events that occur within it. As a Reaction to taking damage in the aura, you can force the attacker to make a Charisma Saving throw against your Spell Save DC. If they fail, you can direct where the damage goes within the aura. If they succeed, you still take the damage but can use your Chilly Reception class feature as part of this reaction. ### Paraelenemtal At 18th level, as a bonus Action, you can spend 5 sorcery points to embrace the cold in your soul and become a conduit to the Plane of Ice. When you deal Cold damage to a target, they must make an additional Constitution saving throw or gain 2 levels of exhaustion. Additionally, you can spend 4 sorcery points to maximize the damage of any spell you cast that causes spell damage. You remain in this form for 1 minute. It ends early if you are incapacitated, if you die, or if you dismiss it as a Bonus Action. \pagebreak # Wild Hunt Adopted In the wintry heart of the Feywild, a secretive order known as the Froststalkers support the main lines of the mystical Wild Hunt. These enigmatic sorcerers, attuned to the primal forces of frost, have forged a symbiotic bond with the ethereal creatures of the winter realms. Through a rite of initiation that involves communing with the ancient spirits of the hunt, a select few mortals are chosen to become Cryomancers of the Wild Hunt. As embodiments of the untamed winter, these sorcerers specialize in a unique form of cryomancy that empowers them to engage in melee combat with an otherworldly finesse. Cloaked in the icy aura of the Wild Hunt, they charge into battle wielding enchanted weapons that shimmer with frost. Their every strike is accompanied by the chilling winds of the Feywild, leaving adversaries frozen in their wake. The Froststalkers draw inspiration from the legendary Wild Hunt, a spectral cavalcade that traverses the Feywild in pursuit of elusive prey. Cryomancers of this subclass are not merely spellcasters; they are nimble warriors, fluidly blending melee strikes with bursts of cryomantic power. Their connection to the Wild Hunt enhances their agility, allowing them to dance through the battlefield like winter apparitions. ### Icy Magic You learn additional spells when you reach certain levels in this class, as shown on the Wild Hunt Spells table. Each spell counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. These spells can’t be replaced when you gain a level in this class. 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 abjuration or a transmutation spell from the sorcerer, warlock, or wizard spell list. ### Wild Hunt Expanded spell Lsit | Sorcerer Level | Spells | |:---:|:-----------:| | 1st | Armor of Agathys, Ice Knife | | 3rd | Find Steed, Rime’s Binding Ice | | 5th | Glyph of Warding, Spirit Shroud | | 7th | Find Greater Steed, Ice Storm | | 9th | Cone of Cold, Steel Wind Strike| \columnbreak ### Froststalker At 1st level, you have given over to the edict of the hunt: “Join, Hide, or Die”. Logically, you chose to join and in doing so, gained the ability to manifest part of your essence as a weapon. You coalesce the moisture in the air, or even part of your blood if you are in a particularly arid location, to create a sword of Winter’s Ice in your hand. This magic sword lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals 1d8 cold damage on a hit and has the finesse, light, and thrown properties (range 20/60). In addition, when you use the sword to attack a target that is in difficult terrain, you make the attack roll with advantage. If you drop the weapon or throw it, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the sword to reappear in your hand. At 5th level in this class, the sword’s damage increases to 2d8 and you gain a +1 on your rolls to hit a target. This increases to 3d8 and +2 at 11th level in this class, and 4d8 and +3 at 17th level in this class. ### Hunter’s Regalia At 6th level, your connection to the Wild Hunt grants you protection from worldly dangers. While not wearing armor, your Armor Class is equal to 10 + your Dexterity Modifier + your Charisma Modifier. You can wear a shield and still gain this benefit. ### Relentless Hunt At 14th level, you have learned to never lose your quarry. If you have dealt damage to a creature with your ice sword, you can teleport up to 30 ft as a Bonus Action to an unoccupied space within 5ft of that creature. When you do so, your attacks with the sword have advantage on that turn. ### Grim Hunter At 18th level, as a Bonus Action, you can spend 6 sorcery points to temporarily take control of the Wild Hunt and become an avatar of the Erlking. While transformed in this way, you gain resistance to all damage and all of your spells and attacks do Cold damage instead of their normal type. You remain in this form for 1 minute. It ends early if you are incapacitated, if you die, or if you dismiss it as a Bonus Action. \pagebreak
Chill Their Bones
Let the power of Winter flow through you with these two new options for Sorcerous Origins. Choose the Frozen Soul to be a bastion of soothing cold for your allies. Lay waste to the battle field and leave a trail of frost wherever you go. Or Choose the Wild Hunt for a gish Sorcerer that can actually pack a punch, giving the Bladesinger a run for their money! Cover Art by: Midjourney AI
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