Cool guide to cryomancers

by Aquajay101

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Cool guide to Cryomancers

Cryomancer

Icy winds

In a world where fire and ice clash, Cryomancers harness the chilling power of frost to protect, control, and, when necessary, bring the cold fury of winter upon their foes.

Arctic origins

Cryomancers spend a majority of their life dedicated to their training in clans or by themselves in icy cold mountain tops and in the arctics, Not many travel outside of their home, Those who do seek honor and glory, most of the time cryomancers can be seen as cold and uncaring truthfully they are dedicated and loyal fighters to those who they consider allies. They do tend to have trust issues with those who seek to burn and destroy others in a less than honorable way.

building a cryomancer

When building a cryomancer character in a campaign think of different names for a clan you would be a part of or are you a solo act, living isolatated at the top of cold mountains practicing your skills, Harnessing, and manifesting the cold in your blood and veins making you a cold blooded fighter.

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: Simple weapons, shortswords

  • Tools: One type of artisan's tools or musical instrument of your choice

  • Saving Throws: Intelligence, Constitution

  • Skills: Choose two from Arcana, Insight, Investigation, Medicine, Nature, and Persuasion

Equipment


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

  • (a) a shortsword or (b) any simple weapon
  • (a) a scholar's pack or (b) a musical instrument
  • (a) a set of fine clothes or (b) an artisan's tool of your choice
  • A small pouch containing 15 gp

Class abilities

Ice Manipulation

At 1st level You gain the "Frostbite" cantrip (see below) if you don't already know it. You can cast the "Mage Armor" spell without expending a spell slot, but it only provides you with an AC of 13 + your Dexterity modifier when you use it this way.

Cold Resistance

At second level You gain resistance to cold damage.

Arctic Ward

At 3rd level You can create an Arctic Ward around you or an ally within 30 feet. This ward grants temporary hit points equal to your Cryomancer level + your Intelligence modifier. You can use this feature a number of times equal to your Intelligence modifier (minimum of 1), and you regain expended uses after completing a long rest.

Ability Score Improvement

At 4th, and again at 8th, 12th, 16th, and 19th level. you can increase one ability score of your choice by 2,or you can increase 2 ability scores by 1,as normal you can't increase an ability score above 20 using this feature.

Frost Nova

At 5th level As an action, you can release a wave of icy energy in a 20-foot radius centered on you. Each creature in the area must make a Dexterity saving throw (DC 8 + your proficiency bonus + your Intelligence modifier) or take 2d6 cold damage and be restrained for 1 minute. They can repeat the saving throw at the end of each of their turns to end the restraint. You can use this feature once, and you regain the ability to use it after completing a long rest.

Ice Armor

At 6th level You can create a protective layer of ice around yourself as a reaction when you take damage. This layer grants resistance to all damage types until the start of your next turn. You can use this feature a number of times equal to your Intelligence modifier (minimum of 1), and you regain expended uses after completing a long rest.

Frozen Grasp

At 7th level When you hit a creature with a weapon attack, you can use a bonus action to freeze their limbs temporarily. The target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Intelligence modifier) or be restrained for 1 minute. They can repeat the saving throw at the end of each of their turns to end the restraint. 8th Level: Ability Score Improvement

Cryogenic Pulse

At 9th level You can release a powerful burst of cold energy as an action, affecting all creatures in a 30-foot cone in front of you. Each creature must make a Constitution saving throw (DC 8 + your proficiency bonus + your Intelligence modifier) or take 4d6 cold damage and be slowed for 1 minute. They can repeat the saving throw at the end of each of their turns to end the slow effect. You can use this feature once, and you regain the ability to use it after completing a long rest.

Ice Master

At 10th level You have mastered the art of cryomancy. You can cast the "Cone of Cold" spell once per day without expending a spell slot. Intelligence is your spellcasting ability for this spell. 11th Level: Icy Fortitude

Your mastery over ice has granted you extraordinary resilience. You gain proficiency in Constitution saving throws.

Absolute Zero

At 13th level As an action, you can release a freezing pulse of energy that extends in a 60-foot radius around you. All creatures in this area must make a Constitution saving throw (DC 8 + your proficiency bonus + your Intelligence modifier) or take 6d8 cold damage and be paralyzed for 1 minute. They can repeat the saving throw at the end of each of their turns to end the paralysis. You can use this feature once, and you regain the ability to use it after completing a long rest.

Arctic Mastery

At 14th level You have reached the pinnacle of your cryomantic abilities. When you cast the "Cone of Cold" spell, you can choose to increase its damage by rolling an additional 8d8 damage.

Cryonic Resurrection

At 15th level Once per long rest, if you are reduced to 0 hit points and not killed outright, you can immediately regain hit points equal to half your maximum hit points and release a devastating cryonic explosion in a 30-foot radius around you, dealing 10d10 cold damage to all creatures in the area. After using this feature, you gain one level of exhaustion.

Cryomancer's Wrath

At 17th level When you cast the "Cone of Cold" spell, you can choose to cast it at 9th level, causing maximum damage.

Eternal Winter

At 18th level Your mastery over ice is now legendary. You are immune to cold damage and resistant to all other damage types.

Cryomancer Supreme

At 20th level You can cast the "Ice Storm" spell once per day without expending a spell slot. Intelligence is your spellcasting ability for this spell.

 

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