Cryomancer (5e Class)

Cyromancers can sense the energies and spirits within the element of ice and harness them with their magic. Cryomancers dedicate themselves to their practice of ice manipulation, and are known to push themselves to their utmost limits from encasing themselves in hardened frost armor to summoning daunting constructs of ice, they are a formidable force to be reckoned with.

Creating a Cryomancer

Upon creating a cyromancer, ask yourself, how did your character come to learn cryomancy? And how did they learn to deal with the frigid energies once they first started to manifest? What drove them to dedicate themselves to the arts of ice manipulation?

Quick Build

You can make a Cryomancer quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Constitution.

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

Proficiencies

Armor: Light armor
Weapons: Simple weapons, Shortsword, Longsword, Longbow
Tools: None
Saving Throws: Constitution, Charisma
Skills: Choose three skills from Acrobatics, Arcana, Deception, Intimidation, Nature, Persuasion, Sleight of Hand and Stealth.

Equipment

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

Table: The Cryomancer

LevelProficiency
Bonus
FeaturesSpells KnownCantrips Known—Spell Slots per Spell Level—
1st2nd3rd4th5th6th7th8th9th
1st+2Spellcasting, Ice Manipulation242
2nd+2Ice Manipulation, Winter Adept343
3rd+2Arctic Reckoning, Dance of the Ice Blade4442
4th+2Ability Score Improvement5543
5th+3Cold Weathered65432
6th+3Path Feature, Ice Dash75433
7th+3854331
8th+3Ability Score Improvement954332
9th+4Blood of ice10543331
10th+4Path Feature11643332
11th+4Frost essence126433321
12th+4Ability Score Improvement126433321
13th+5Ice born1364333211
14th+5Path Feature1364333211
15th+514643332111
16th+5Ability Score Improvement, Blood of ice14643332111
17th+6Path Feature156433321111
18th+6Fortitude of Cold156433331111
19th+6Ability Score Improvement156433332111
20th+6Path Feature156433332211


Spellcasting

An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. This font of magic, whatever its origin, fuels your spells.

Cantrips

At 1st level, you know four cantrips of your choice from the sorcerer's spell list. You learn additional cryomancer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Cryomancer table.

Spell Slots

The Cryomancer table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these cryomancer spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell burning hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands using either slot.

Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the sorcerer's spell list.

The Spells Known column of the Cryomancer table shows when you learn more cryomancer spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the cryomancer spells you know and replace it with another spell from the cryomancer spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Charisma is your spellcasting ability for your cryomancer spells . You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma 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 Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your cryomancer spells.

Ice Manipulation

Starting at 1st level you are now capable of using a bonus action to briefly control the element of ice, causing one of the following effects of your choice:

  • Create a harmless spray of icy mist that is cool to the touch. This mist can fill a 1 foot cube and may take on a crude form of your designation, lasting up to 1 minute.
  • Instantaneously snuff out a candle, torch or other small flame within 15 feet of the caster
  • Chill up to 1 pound/ 1 cubic foot of nonliving material for up to 1 hour.

Starting at 2nd level you can also form sharp icicles on an article of clothing such as a boot/glove, onto a melee weapon or arrow/bolt, adding 2d4 cold damage to a weapon attack. The ice shatters after one attack or on impact. The damage increases to 3d4 at level 5, 4d4 at level 11 and 5d4 at level 17.

Winter Adept

As you grow your affinity with Ice, you are granted several benefits as you nurture your internal winter. Starting at 2nd level, you gain resistance to cold damage, and when you would deal cold damage using a cryomancer spell or feature, you can add your Charisma modifier to the damage rolls.

Arctic Reckoning

Starting at 3rd level, you must choose an Arctic Reckoning to further hone your icy magic down a path.

Dance of the Ice Blade

At 3rd level, you permanently learn the spell Ice Blade and can cast it as a 2nd level spell once per short rest without using a spell slot. Alternatively, you may cast it using a spell slot of 2nd level or higher. It counts as a cryomancer spell for you. (flame blade but dealing cold damage rather than fire)

Ability Score Increase

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

Cold Weathered

Starting at 5th level, you are never disadvantaged as a result of difficult terrain caused by ice or snow, and your vision is not impaired by heavy rain or snow storms. In addition, you suffer none of the draw backs of extreme heat or cold weather.

Ice Dash

Starting at 6th Level, you may use a bonus action to create a sheet of ice beneath yourself and slide with considerable force on it up to 20 feet in a direction of your choosing. Any creature in your path must succeed on strength saving throw or be pushed 10 feet to the left or right (your choice) of the sheet of ice and knocked prone.

Blood of Ice

Your blood becomes so cold that it starts to freeze. Beginning at 9th level you are immune to disease and have resistance to poison damage. Then, at 16th level, your resistance to cold damage becomes immunity to cold damage.

Frost Essence

Starting at 11th level, your intense study on cold magic now lets you add your Charisma modifier to any cantrip that deals cold damage, additionally any cold damage you deal bypasses resistance.

Ice Born

Starting at 13th level, once per short or long rest you can cast cone of cold at 5th level without using a spell slot. Provided you took the glacial heart archetype, you learn this spell permanently and can cast it again at 5th level or higher using the corresponding spell slot. Enemies within your Shiver Ring have disadvantage on the saving throw required. If you took the Frozen Knight archetype, a number of creatures equal to your Charisma modifier that you choose within 10 feet of you in any direction will also be caught in the blast. You regain these uses when you finish a long rest.

Fortitude of Cold

You have concentrated on honing your body to better control the cold magic you harness. Starting at 18th level, you add your constitution modifier to any saving throw you make. Additionally you may add your constitution modifier to your Spell Attack Bonus modifier. You may do this after the roll is made but before the outcome it determined. You may add this to your spell attack modifier an amount equal to half your constitution modifier (rounded down). you regain all uses after a long rest.

Glacial Heart

You devote yourself to the manipulation of the cold.

Shiver Ring

Starting when you choose this reckoning, you may use an action to draw the element of ice into an aura surrounding your body, creating a 10 foot radius of snowy or icy rough terrain around yourself. The 10 foot radius around you is considered difficult terrain. Any creature that enters the ring or starts their turn inside take 1d8 cold damage. This damage increases by 1d8 at 5th, 11th, and 17th level. Additionally you can make a ranged spell attack at enemies within your shiver ring without disadvantage even if they are within 5 feet of you or knocked prone.

Ring of Frost

At 6th level, The effects of Shiver Ring reaches out to 30 feet and you can now choose targets (up to your level) that are unaffected by the difficult terrain and cold damage. Anyone not excluded has their speed reduced by half for as long as they remain inside the shiver ring's influence.

Aura of Ice

At 10th level, as an action you can cause Glacial Spikes to erupt from anywhere that your Shiver Ring aura reaches. A targeted creature must make a dexterity saving throw equal to your spell DC, on a failed save they will be impaled by the spike, taking 3d6 piercing damage and 3d6 cold damage. On a successful save they take half damage and are not impaled. An impaled opponent is considered restrained and must spend an action to remove themselves from the spike. You may use this ability equal to your Charisma Modifier, this amount resetting upon a long rest. As the power of blizzard surrounds you stronger, you now gain resistance to fire damage.

Chilling Retaliation

At 14th level, the ice instinctively strikes out against foes that would attack its master. You can now use your reaction to cause an ice spike to erupt at the ground underneath melee or ranged attackers the first time they enter your shiver ring. The damage is 3d6 Piercing and 3d6 Cold.

Frozen Fusion

At 17th level, the borders that once existed between you and the ice have begun to blur. Fusion with the ice you embody as your magic has allowed you extinguish any non-magic flames that enter your shiver ring aura. You may also choose to freeze any open and exposed liquid (other than blood of a living creature) that is within your shiver ring aura.

Heart of Ice

At 20th level, your body has completely become one with cold energies that you freely manipulate. As an action you may activate Heart of Ice. For 10 minutes you have immunity to fire damage. Attacks on targets within your Shiver ring have advantage. You may choose to have anything that you touch to feel your frozen wrath. Any creature that you touch must make a constitution save or take 8d10 cold damage and have their speed reduced to 0 on a failed save. Targets that succeed take half as much damage and are unaffected by the movement penalties. The Frozen Wrath ability can be used a number of times equal to half your Charisma modifier (rounded down) per activation of Heart of Ice. You must finish a long rest before you can use Heart of Ice again

Frozen Knight

You decide to use your cold magic to become an unstoppable Knight of Frost, gaining frozen armor to defend yourself or your allies. Frozen Knights only gain access up to 4th level spells and spell slots and only know up to 11 spells at a time

Warrior of Frost

Choosing the Frozen Knight Reckoning, you gain proficiency with martial melee weapons, shields, Medium and heavy armor.

Knight's Frozen Armor

Starting when you choose this Reckoning, if you are unarmored, ice starts to form around your body. Your AC becomes 13 AC + Dex modifier. The ice that covers you counts as armor and you are proficient with all armor this ice turns into. Additionally Enemies that attack you with a melee spell or weapon attack suffer cold damage equal to half your Cryomancer level rounded down.

When choosing this reckoning, you also permanently learn the spell Armor of Agathys and can cast it as a 2nd level spell once per long rest without using a spell slot. Alternatively, you may cast it using a spell slot of 1nd level or higher. It counts as a cryomancer spell for you.

Armaments of the Frozen Knight

At 6th level, You gain both the Protection and Defense fighting styles, and as an action you can cast a Frozen Shield that forms around your off-hand (+2 to AC). You can't cast the shield again before a long rest and can only have one active at a time, casting it again will cause the previous to crumble to pieces and melt away. You may choose to wear armor other than your frozen armor or wield a shield other than your frozen shield. If you do, a layer of ice will form over each of your choice, granting +1 AC for each the armor and the shield, being able to have both equiped at the same time. Additionally, you may attack twice now instead of once when you make an attack action.

Spell and Steel of the Frozen Knight

At 10th level, your ice armor has hardened and increased its defensive capabilities (AC 16 + Dex modifier ,max 2). In addition, you now gain resistance to fire damage. When you use your action to cast a spell or cantrip. you may use your bonus action to make one melee weapon attack.

Frozen Armaments

At 14th level, When you cast Ice blade at 3rd level or higher, the blade summoned is now a Boreal Blade. When casting it or by an action, you can change the weapon into different ones. The weapons you can create are Long bow (3d8 cold damage, ice arrows magically generate), Greatsword (6d6 cold damage, dissipates Frozen Shield to mist when cast, replacing it), or a Longsword (3d8/3d10 versatile). These are considered +2 magical weapons when summoned, this increases to +3 at level 17.

Grasping Chill

At 17th level, your frozen armor becomes a suit of full magical plate mail with 20 AC . In addition you gain advantage on grapple checks, and cause 3d10 + Str cold damage on a successful grapple check, and another 3d10 + Str cold damage for each round grappled to the target.

Glacial Shell

At 20th Level, you can use an action to become an impenetrable glacial warrior, for 1 minute your body is covered in frozen armor so resilient and sturdy that it becomes full suit of Glacial Plate (23 AC) and has the effects of Adamantine. (forms around your current armor if you are wearing any) While this ability is activated your Boreal Blade weapons ignore resistances and crit on 19 and 20 for weapon attack roles. If attacking a creature that is immune to cold damage, the blade apparates into physical form and instead deals magical slashing damage. If you take the attack action on your turn you may make one weapon attack as a bonus action. You must finish a long rest before you can use Glacial Shell again.

Multiclassing


Prerequisites. To qualify for multiclassing into the Cryomancer class, you must meet these prerequisites: 13 Constitution and 13 Charisma

Proficiencies. When you multiclass into the Cryomancer class, you gain the following proficiencies: Light Armor, one skill of your choice



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gollark: What do you need 10000 iterations *for*?!
gollark: So basically, the random seed will only be usefully set once, in the last iteration of that løøþ of yours, which is kind of horrible for the server by the way.
gollark: The problem is, *all math.randomseed calls before the last one you do have no effect*.
gollark: Your mildly evil 10000-iteration loop will, so far as I can tell, have basically no effect versus just one run.
gollark: Only the latest `math.randomseed` call affects `math.random` calls.
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