#####
##### 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)
\pagebreak
### 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.
\columnbreak
### 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.
\pagebreak
#### 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.
\pagebreak
# 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.
\columnbreak
### 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.
\pagebreak
#### 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.
\columnbreak
## Summit of the Cold Hearted
### Coming Soon