Cryomancer Class

by LithDragonSlayer

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By: FaultyGlyph (u/PheonixFire221)

And LithDragonSlayer (u/LithDragonSlayer)

The Cryomancer
Level Proficiency Bonus Features Cantrips Known Spells Known Slot Level Cold Points
1st +2 Spellcasting, Frozen Core, Cold Points 3 2 1st 1
2nd +2 Slot Creation, Chilling Powers, Summits 3 3 1st 2
3rd +2 Cold Aura 1 3 4 2nd 3
4th +2 Ability Score Improvement 4 5 2nd 4
5th +3 4 6 3rd 5
6th +3 Summit Feature 4 7 3rd 6
7th +3 4 8 4th 7
8th +3 Ability Score Improvement 5 9 4th 8
9th +4 Cold Aura 3 5 10 5th 9
10th +4 Summit Feature 5 10 5th 10
11th +4 5 11 5th 11
12th +4 Ability Score Improvement 5 11 5th 12
13th +5 5 12 5th 13
14th +5 Summit Feature 5 12 5th 14
15th +5 Cold Aura 3 5 13 5th 15
16th +5 Ability Score Improvement 5 13 5th 16
17th +6 5 14 5th 17
18th +6 Summit Feature 5 14 5th 18
19th +6 Ability Score Improvement 5 15 5th 19
20th +6 Frost Deity 5 15 5th 20

Class Features

As a Cryomancer, you gain the following class features

Hit Points


  • Hit Dice: 1d8 per Cryomancer level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Cryomancer level after 1st

Proficiencies


  • Armor: Light Armor
  • Weapons: Daggers, darts, slings, quarterstaffs, light crossbows, hand crossbows, and shortswords.
  • Tools: None

  • Saving Throws: Constitution, and Intelligence
  • Skills: Choose two from Acrobatics, Arcana, History, Insight, Investigation, Medicine, Nature, Perception, Performance and Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) Shortsword, (b) Sling and 10 frost flasks, or (c) Daggers.
  • (a) Shortsword, (b) Dagger, or (c) Hand Crossbow.
  • (a) a Scholar’s Pack, or (b) a Explorer’s Pack.
  • A bag of holding water 10 pints, Arcane focus or component pouch (Optional)

Spellcasting

Cantrips

You know three cantrips of your choice from the Wizard spell list (No cantrip can be fire based). You learn additional Wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Cryomancer table.

Spell Slots

The Cryomancer starts every long rest with 2 spell slots to use for spell slot level, this increases to 3 at 9th level, and 4 at 17th level.

Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the Wizard spell list. Spellcasting Ability Constitution is your spellcasting ability for your Cryomancer spells. Your magic comes from your Frozen Core. You use your Constitution whenever a spell refers to your spellcasting ability. In addition, you use your Constitution modifier when setting the saving throw DC for a Cryomancer spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus +

your Constitution modifier

Spell attack modifier = your proficiency bonus +

your Constitution modifier

Spellcasting Focus

You can use your Cryomancer Frozen Core feature as a spellcasting focus for your Cryomancer spells.

Frozen Core

At 1st level, you make a device called a Frozen Core, Costing 100gp and a DC14 survival check. You must surgically implant the core somewhere near your chest area with a DC14 medicine check. If you fail this check you take 2d10 permanent hitpoint damage. (if you start with this class you ignore the implementation and instead start with it.)

  • You gain resistance to cold damage.
  • You now long rest for 6 hours and short rest for 3, you spend this time frozen.
  • This may serve as your spell casting focus, but your Concentration save is increased by +2.
  • You can use the chill touch cantrip as if it was cast with 2 extra damage die once per long rest.
  • The damage for all necrotic spells are cold.

Cold Points

Starting at 1st level you gain cold points, cold points are used to cast abilities and make spell slots. You regain all cold points at the end of a long rest.

Spell Slot Level Cold Point Cost
1 2 (Max of 4 may be created)
2 3 (Max of 3 may be created)
3 5 (Max of 3 may be created)
4 6 (Max of 3 may be created)
5 7 (Max of 2 may be created)

Summits

Starting at 2nd level you get a Summit, Summits are subclasses and there are three summits you can choose from.

  • Summit of the Arctic Warrior
  • Summit of the Snow Alchemist
  • Summit of the Unexplored Wastes

Chilling Powers

You choose 2 chilling powers at 2nd level, you gain 1 more at 5th, another at 9th, and another at 14th level. You may switch powers out at a long rest.

Ice Age

Requirements: You need to have cold aura 1 to obtain this power.

You spend 2 cold points to gain +10 feet of cold aura for 1 minute. You may spend an additional 2 points to gain +10 more feet for every 2 points spent.

Ice Bolt

You may send a bolt of ice at someone as an Action, dealing 1d10 cold damage, you may fire 2 at 5th level, 3 at 11th, and 4 at 17th level.

Ice Ball

Requirements: 5th level, Ice Bolt.

You spend 2 cold points to send out a ball of ice that works as if you cast the fireball spell at 3rd level, but instead doing cold damage. 9th level you may instead use a 17th level you may instead use a 5th level spell slot. You may use this ability twice per long rest.

Slow Ball

Requirements: Ice Bolt

You spend 1 cold point to hurl a slowing Ice Bolt. Targets hit with your Ice bolt must make a save against your spell save DC or lose 10 feet of movement.

Ice Walk

You may walk across water, turning the water below to ice.

Sculpture

Requirements: Shape Water Cantrip You may use the Shape Water cantrip on ice.

Glacier

Requirements: Sculpture You may freeze and warp water while you’re touching it. The freezing is up to 10 feet of water per turn.

Ice Armor

You learn Armor of Agathys and may cast it 3/long rest, in addition Armor of Agathys adds +1 to your Armor Class.

Cold Aura

At 3rd level you gain frosty aura you can activate as a Bonus Action for 1 minute that extends 10 feet, all beings caught within it get a -1 to AC and dexterity and Constitution saving throws. At 9th level the aura increases to 20 feet and the number is decreased to -2, and once again at 15th level where the aura’s range is increased to 30 feet and the number is -3. You may use this ability as many times equal to your constitution modifier (Minimum of 1).

Sub-Zero

At 9th Level you do 1d8 extra cold damage to all your attacks, and if your aura is activated you do 2d8 instead. All hits you make are considered magical for the purpose of overcoming resistance.

Improved Core

At 14th level your frozen core has evolved (If you already didn’t have a frozen core, one of your body parts freezes over and becomes it.)

  • You gain immunity to cold damage.
  • You gain resistance to Poison and Fire Damage.
  • Your Chilling Touch does 2 extra damage die.
  • You may replenish 7 Cold points once per long rest.

Cold Sweat

At 17th level you are reinforced by core, you gain a +1 to AC and also an effect similar to the Tough feat. You may freeze water directly around your body for an extra +3 to AC. Once per long rest you may flash freeze everything in a 60 foot radius.

  • All water is frozen solid
  • All creatures excluding you take 6d8 Cold damage.
  • All creatures must make a Constitution save or be frozen solid, taking an extra 2d8 damage every turn and having their movement speed reduced to 0 for as many turns equal to your constitution modifier. If the save is passed the creature takes no extra damage and instead has it’s speed reduced by have for half as many turns.
  • The Area drops 100 degrees for a split second

Frost Deity

Frost Deity At 20th level, you have become a vessel for winter. Once per long rest you may enter a state of Frosting for 1 minute.

  • You gain immunity to non magical slashing, piercing, and bludgeoning damage.
  • You gain immunity to fire damage.
  • Your Cold Aura’s range and effects are doubled.
  • You gain a flying speed of 30 feet.
  • You regenerate 5 hit points every turn.
  • You have 50 temporary hit points
  • Your Constitution modifier becomes 26.

Summits

Summit of the Arctic Warrior

Snow Sword

At 2nd level you gain +1 AC and you gain +2 Hit points, you gain +1 hp every level after. You also gain proficency with martial weapons and medium armor.

Shivering cold

At 2nd level you add 1d4 cold damage to your attacks as a bonus action, this damage ignores cold resistance and turns immunity into resistance.

Fast Acting

At 6th level you gain an extra attack, and you add your proficency bonus to all cold based attacks.

Overpowering Cold

Your 10th level feature allows you to do 1d12 Cold damage instead as a Bonus Action.

Ice Armor

At 14th level you may cover yourself with ice to gain resistance to non magical Bludeoning, Slashing, and Piercing.

Flash Freeze

At 18th level you gain another extra attack.

Summit of the Snow Alchemist

Frost Flask

Common

You may throw the flask 20/60 or sling shot it.

It does 1d6 extra cold damage

The targets does a saving throw against DC10+your Proficency bonus save or the target gets -10 to their movement speed and get 1 cold counter

At 3 cold counters the targets speed is reduced to zero for the turn and all attacks against it are with advantage The next turn the counters reset

When the counters reset, the target takes 1d6 extra cold damage

Brews and Tonics

At 2nd level you are able to create 5 Frost Flasks and 5 Snow potions once per long rest. Snow Potions heal 1d4+Spellcasting modifier in healing and can be throw like Frost Flasks.

Frosty

At 2nd level you are able to transform your body parts into snow to phase through attacks. Up to a number of times equal to your constitution modifier, you can turn a attacks hit into a miss. A turn after this effect, you are resistant to bludgeoning damage.

Witch Bottle

At 6th level your potions die is doubled, your range is doubled, and your potions add your constitution modifier.

Water Bender

At 10th level you may control up to 50 pounds of water as a free action as long as you forgo your reaction. You may control it up to 60 feet and may use it in creative ways such as cover that moves with you.

Splash!

At 14th level you gain the ability to use a potion as either an action or bonus action. Your snow potions also gain a 20 foot healing radius.

Toil and Trouble

At 18th your potions do quadruple their base effects and damage. Your allies also gain +2 AC.

Summit of the Unexplored Wastes

You were trained in the land off the map, where no man has gone before. You have seen arctic wastes and towering mountains and everything in between. And as such you are conditioned to surviving in the frigid wilderness, especially far away from civilization.

Experiences

Your experience in the wilds guide your hand and your mind. Whenever you gain a feature in this Summit, you may also gain an Experience.

Close Encounters

At some point in your journey you encountered a creature that was unlike anything you have seen before. The very sight of it granted you proficiency in the Arcana skill. You can now make a Wisdom (Survival) check in order to identify magical creatures and objects.

Lone Wanderer

You have traveled through the wilderness alone for as long as you can remember with no company other than your pack animal. You gain proficiency in the Animal Handling skill, and add your number of current Cold Points divided by 2 to all Animal Handling checks made to interact with an individual animal of your choice.

Uncanny Resilience

Your training in the inhospitable wastes of the world have granted you a deeper understanding on how to keep yourself alive. You gain proficiency in the Survival skill, and add your number of current Cold Points divided by 2 to all Survival checks made to survive in the wilderness.

Victim of the Wilds

You learn the Hunter's Mark spell and can cast it on a target you can see by making a Wisdom (Survival) check contested by 10 + the target's Challenge Rating.

Custom Experiences

You can also create custom Experiences that would fit your character (at DM's discretion).

Cold, Hard Iron

At 6th level, you know what tools you need for the job, and what quality they must be. You can make a Wisdom (Survival) check to change a set of Artisan's tools into another set. Also, you can make a weapon of your choice into a +1 weapon or an armor into a +1 armor set by making a DC 18 Wisdom (Survival) check.

Attunement to the Wilds

At 10th level you gain a deeper understanding of the wilds. You can add your Wisdom (Survival) modifier to any Saving throw that you are proficient in.

Improvised Survivalist

At 14th level you can use your instinct to create new weapons, tools, and armor from almost nothing. You can make a DC 15 Wisdom (Survival) check in order to create any piece of equipment provided the materials are readily available. You can also create equipment for half of its usual cost if you are in cold temperatures.

Master of the Uncharted Wastes

At 18th level you see that nature is an extension of yourself, and to be truly whole is to be one with nature. While in the wilderness or an area that is not charted on a map that is considered cold, you gain the following benefits due to your bond with the cold.

  • +1 AC
  • +3 to Wisdom (Survival) checks
  • +4 to Wisdom (Animal Handling) checks
  • You suffer no ill effects from being too cold, too hot, or going without food or rest
  • Your Short Rests only take 2 hours, and your Long Rests only take 4.
  • You gain 10 temporary Hit Points at the start of each of your turns.

Summit of the Cold Hearted

Coming Soon

 

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