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Subclass Sorcerer Frost Sorcery

yoonmoonsik edited this page Aug 19, 2026 · 12 revisions

FrostSorcery

What Is the Frost Sorcery?

The Frost Sorcery is a Sorcerer subclass with Cold as its elemental identity. Create Ice at Level 3 lets you generate icy difficult terrain as a Bonus Action, optionally spending Sorcery Points to expand the coverage. Frost Spells provides an always-prepared list of Cold and control spells. Frozen Body increases your Hit Points by an amount equal to your Sorcerer level, grants immunity to ice-induced Prone, and cuts movement cost on frozen water to a quarter. Cold-Hearted at Level 6 adds Charisma modifier to Cold spell damage, automatically reduces any Cold-damaged creature's Speed (no size limit or save), and grants Cold Resistance.

Class Features

Progression Overview

LEVEL FEATURE
3 Create Ice, Frost Spells, Frozen Body
6 Cold-Hearted

Level 3

Create Ice You can take a Bonus Action to magically create icy terrain on up to five spaces. The ice-covered spaces become Difficult Terrain and remain until the end of your next turn. When you take this Bonus Action, you may spend one or more Sorcery Points to freeze an additional five spaces for each Sorcery Point spent.

Frost Spells When you reach certain Sorcerer levels, you always have the listed spells prepared.

Level 3: Blindness/Deafness, Ice Knife, Misty Step, Sleep
Level 5: Sleet Storm, Slow
Level 7: Fire Shield, Ice Storm
Level 9: Cone of Cold, Conjure Elemental

Frozen Body Your Hit Point maximum increases by an amount equal to your Sorcerer level, and you can't be knocked Prone by ice. Icy ground also costs you only a quarter of the usual movement.

Level 6

Cold-Hearted Whenever you deal Cold damage to a creature with a spell, that creature's Speed is automatically reduced by 15 feet for 2 turns — there's no size restriction and no saving throw involved in this mod, unlike tabletop 5e's Large-or-smaller/attempt framing. You also add your Charisma modifier to Cold spell damage, and you have Resistance to Cold damage.

Playstyle Notes

The Frost Sorcery is the Cold damage identity + battlefield control Sorcerer subclass. Create Ice + Cold-Hearted creates a terrain-control loop: use Create Ice to generate Difficult Terrain in a 5-space area (Bonus Action), then cast Cold spells into that area to slow enemies further. A creature moving through ice Difficult Terrain already moves at half speed; if also slowed by Cold-Hearted (−15 ft Speed), most melee enemies become unable to close distance in a single turn.

Frozen Body's HP increase equals your Sorcerer level directly (9 bonus HP at Level 9) — simpler than tabletop 5e's "+3 then +1/level" formula, but gives the Frost Sorcerer meaningfully more HP than a plain d6 hit die class would otherwise have.

Cold-Hearted's Charisma modifier addition to Cold damage applies to all Cold spells: Cone of Cold (8d8 base), Ice Storm, Ray of Frost. At 20 Charisma (+5), every Cold spell gets +5 damage per instance.

The Frost Spells list covers multiple roles:

  • Control: Slow, Sleet Storm, Ice Storm
  • Burst damage: Cone of Cold, Ice Knife
  • Mobility: Misty Step
  • Sustained combat: Fire Shield (reflecting damage to melee attackers)

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