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Jötunn (3pp)

The lineage of the inhabitants of Jotunheimr predates even Odin himself. Such eternal power flows through gods, monsters and men alike. The glacial presence of Ymir grants you arcane abilities, reminding constantly that cold, in the end, awaits us all…

Son of Jotunheimr

The endless cold is part of you, your source of power. But, once you have used its magic potential it starts seeping on your very flesh.

Starting at 1st level, the first time you use all your slots of a certain spell level, a part of your body become ice. This transformation invigorates you, healing a number of hit points equal to the spell slot that triggered the transformation plus your level, and you gain three times that number as temporary hit points.

While you are in this state, you gain the following benefits:

  • You gain resistance to cold damage.
  • As an action, you can inflict freezing pain with a mere touch. Make a melee spell attack; if it hits, you deal damage equal to 1d6 + your Charisma modifier + the spell slot level that triggered the transformation.

These effects last for a minute.

Once you used this feature for a particular spell slot level, you cannot use it again for that level until you perform a long rest.

Starting at 5th level, your freezing touch deals 2d6 damage. At 11th level it deals 3d6, at 17th level it deals 4d6.

Skin of endless Frost

Your blood pulses in unison with the realm of your ancestors.

At 6th level, when you are hit by a melee attack, you can, as a reaction, spend 2 sorcery points to emit flash frost. The attacker makes a Dexterity saving throw. If it fails, it becomes incapacitated and its speed becomes 0. If it succeeds its speed is halved. These effects lasts until the end of his next turn.

Frozen Heart

As your power grows, so does your connection to your ancestors. Your demeanor becomes more distant, colder and callous.

Starting at 14th level, you have advantage on saving throws and skill checks made to resist being intimidated, charmed, or frightened.

The Bones of Ymir

The World was made from the Bones of Ymir, the First Giant. The Frost Jötunn lineage runs deep into the very fabric of the universe, recalling the ancient nature of the World. At 18th level, as an action, you can expend a spell slot and create an area of intense cold. Snow begins to fall, blanketing everyone and everything in a half a mile radius. If you use this feature underground or underwater, the snow falls on the surface and does not reach you.Every creature within 30 ft. of you takes cold damage at the beginning of its turn equal to the level of the slot used plus your Charisma Modifier. A successful Constitution saving throw halves this damage.

While the Bones of Ymir are active you can spend and action and conjure an ice elemental. The elemental appears within 5 ft. of you, acts during at your initiative count and follow your orders. You can do this a number of times equal to the level of the slot used.

All these effects lasts 1 minute. All the ice elemental summoned with this ability immediately disappear. The snow melts at a normal rate.

After using the Bones of Ymir, you must finish a long rest before using it again.

Ice Elemental

Large elemental, neutral

Armor Class 17
Hit Points 126 (12d10+60)
Speed 30 ft., burrow 30 ft., swim 30 ft.

20 (+5) 8 (-1) 20 (+5) 5 (-3) 10 (+0) 5 (-3)

Damage Vulnerabilities fire
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities exhaustion, paralyzed, petrified, poisoned, unconscious
Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 10
Languages Terran
Challenge 5 (1,800 XP)


  • Multiattack. The ice elemental makes two slam attacks.
  • Slam. Melee Weapon Attack: +8 to hit, reach 10 ft, one target. Hit: 14 (2d8 + 5) bludgeoning damage.
Section 15: Copyright Notice

Journey To Ragnarok © Michele Paroli 2018