Cryomancer, 2nd Variant (5e Class)

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The Cryomancer[edit]

Cryomancers are inborn magicians known for wielding cryomancy, the prowess to create ice and control coldness. Their magic is bestowned upon them by their blood, a deity or even a material plane. Unbeknownst to many, their magic doesn't come from scholarity, neither from their ability to project their will into the world, it is innate to them and develops from, like a wild animal, maturity, their instincts, experience and intuition. Cryomancy is as natural to Cryomancer as breathing is to the living, their power comes naturally to them as their body changes or they learn about themself, comparable to a bird learnig to fly.

Creating a Cryomancer[edit]

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, Wisdom should be your highest ability score, followed by Constitution or Dexterity. Second, choose the outlander background. Third, choose the 1st-level spells armor of agathys and shield.

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Cryomancer

Class Features

As a Cryomancer you gain the following class features.

Hit Points

Hit Dice: 1d4 per Cryomancer level
Hit Points at 1st Level: 4 + Constitution modifier
Hit Points at Higher Levels: 1d4 (or 3) + Constitution modifier per Cryomancer level after 1st

Proficiencies

Armor: Light Armor, Medium Armor, Shields
Weapons: Simple Weapons, Martial Weapons
Tools: None
Saving Throws: Wisdom, Strength
Skills: Choose two skills from Arcana, Athletics, Insight, Medicine, Nature, Perception, Survival, Stealth

Equipment

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

Table: The Cryomancer

Level Proficiency
Bonus
Features Spells Known Spell Slots Slot Level
1st +2 Endowment Feature, cryocinese, Spellcasting 2 1 1st
2nd +2 Winter Addept 3 2 1st
3rd +2 Cold Weathered, Endowment Feature 4 2 2nd
4th +2 Ability Score Improvement 5 2 2nd
5th +3 Endowment Feature 6 2 3rd
6th +3 Winter Addept 7 2 3rd
7th +3 8 2 4th
8th +3 Ability Score Improvement 9 2 4th
9th +4 Blood of Ice 10 2 5th
10th +4 Endowment Feature 10 2 5th
11th +4 Permafrost 11 3 5th
12th +4 Ability Score Improvement 11 3 5th
13th +5 Crystallization 12 3 5th
14th +5 Endowment Feature 12 3 5th
15th +5 Diamond is Unbreakable 13 3 5th
16th +5 Ability Score Improvement, Winter Addept 13 3 5th
17th +6 Cryomagic Accustom 14 4 5th
18th +6 14 4 5th
19th +6 Ability Score Improvement 15 4 5th
20th +6 Glacial Force 15 4 5th

Cryomagic Origin[edit]

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, it changes your cryomagic: Abyssal Endowment, Elemental Endowment, Lunar Endowment and Titanic Endowment each of which is detailed at the end of the class description. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.

cryocinese[edit]

Starting at 1st level, you can manipulate the ice in any way you like by creating constructs or just creating a generalized mess. if you want to make constructs you can have them.

A barrier: it has 2d6 health plus your modified Wisdom and gains 1d6 for each cryogenic level, the barrier can have any shape

Soldiers: you take a turn to prepare them and you can put 3 on the battlefield each with 4 life and 9 of AC dealing 1d4 of damage with that damage increased by 1d4 for every 4 levels of crymancer

Obelisk: a cold totem that takes a turn to prepare,which increases the hit power of your spells and tricks by +2 and you can also cast a duplicate totem spell (in which case you cast a spell and the totem will cast the same spell as you can be on the same target or a different target ) for only 1 spell slot, the totem has 1d6 hit points.


if you suffer damage, you can pass all or part of the damage to your constructs, and you can only prepare them again after a brief rest, but if you want to spread the chaos, you can take advantage of the cryokinetic cold, launching freezing waves that can cause up to 1d6 damage plus freeze damage, or you can simply cool the air to -20 degrees from 3 to 15 feet from you. Freezing increases based on the time the skill is used, causing freeze damage to everyone in that area each turn, the amount that the cold can stay active is based on your constitution (1 constitution point is 1 minute) and you you may be exhausted (if that happens, rotate a constitution dice to see if you are exhausted or not) and you will need a short rest to reuse your cryokinetic cold again, but you can also cancel the cold without getting exhausted and still be able to use the gusts

Spellcasting[edit]

Your glacial binding and the magic bestowed on you have given you facility with spells.

Cantrips

At 1st level, you know two cantrips of your choice from the cryomancer spell list. You learn additional Cryomancer Cantrips of your choice at 4th level, and again at 10th level.

Spell Slots

The Cryomancer table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your Cryomancer spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.

For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell thunderwave, you must spend one of those slots, and you cast it as a 3rd-level spell.

Spells Known of 1st Level and Higher

At 1st level, you know two 1st-level spells of your choice from the cryomancer spell list.

The Spells Known column of the Cryomancer table shows when you learn more cryomancer spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new cryomancer spell, which can be 1st, 2nd, or 3rd 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. You may also change a spell learned from the Improved Spellcasting feature and

Spellcasting Ability

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

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Spellcasting Focus

You can use a weapon you have proficiency in as a spellcasting focus for your cryomancer spells and you can perform the somatic components of spells even when you have weapons or a shield in one or both hands..

Winter Adept[edit]

As you grow your affinity with Ice, you are granted several benefits as you nurture your internal winter. Starting at 2nd level, when you would deal cold damage using a cryomancer spell, you can add your Wisdom modifier to the damage rolls. Then at 6th level, you gain resistance to cold damage and at 16th level, your resistance to cold damage becomes immunity to cold damage. Your ice constructs also benefit from this feature.

Cold Weathered[edit]

Starting at 3rd level, you gain the following benefits

  • 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.
  • You gain advantage on Perception and Athletics skill checks on ice or snow terrains
  • You gain advantage on Intelligence checks to recall information about cold-related creatures.
  • You gain the ability to walk across liquids on your turn without falling.

Ability Score Increase[edit]

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.

Blood of Ice[edit]

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.

Permafrost[edit]

the inner winter calls you, giving you immense power, as a result of which your ice skills have become stronger, now you can freeze your enemies if you roll 13 on the die if you launch a blast of cryocinetic cold or use an ice magic.

now in the 11th level your cryocinetic cold has increased, causing 1d8 plus your wisdom modifier as damage, but you can also create ice weapons like arrows, skewers, swords, daggers and more. in this case the damage increases and causes 1d12 (for each ice weapon made being a limit of 4) plus its wisdom modifier, but the weapons only caused freezing damage if it is dry ice, if the ice is made with water it will only cause normal damage, you can also spend an entire turn to launch a wave of cryocinetic cold combined with ice weapons to deal 1d12 + 1d8 plus your wisdom modification plus freeze damage.

If you decide to spread the cryocinetic cold around you now you can reach 10 to 100 feet reducing the temperature by -70 degrees and causing 1d12 of freezing damage around you, beings caught in this ability need to rotate 1d20 of constitution (minimum 13) not to be frozen. Again, your time to stay in this skill is based on your build, and you can cancel the skill and continue the freezing cold or wait for the time to run to make your build test and need a short rest.

Crystallization[edit]

when you reach 13th level, the obelisk and soldiers get special improvements that will help you in the battle:

Soldiers- now they have 16CA and his damage should be around 1d16, but now they also do freeze damage in addition to 12 life.

Obelic- now you can prepare the spell while placing the obelisk on the battlefield, but in that case when the obelisk is summoned it will cast the spell that you put together to prepare it, it also has 24 health and now increases by +4 o power to cast spell

Diamond is Unbreakable[edit]

now its barrier is like a diamond, now having 30AC and also receives resistance to sharp, piercing and fire damage and it emanates a cold fog that causes freezing

Cryomagic Accustom[edit]

At 17th level, you have achieved such mastery over cryomagic that you can cast them without thinking about it. When you cast a 3rd level or lower cryomancer spell that requires concentration, you can ignore the concentration trait, being able to concentrate in other spell. You need to finish a short rest before you can use this feature again.

Glacial Force[edit]

At 20th level, the cold in you has never been stronger, you feel a nice thin layer of ice on your body, the winter inside you seem to have exploded:

with that all its freezing effect is stronger than ever, now targets caught by freezing should turn a d20 with a disadvantage (minimum of 22), if the die is good the enemy escapes, otherwise it freezes and leaves 4d6 damage, in addition you can use the cryocinetic cold directly on a target to deal 6 immediate damage + its constitution modifier and it will need the constitution die to resist freezing

Cryomancer Endowment[edit]

Every cryomancer has been bestowed with cryomancy in some way or another. A gift that develops itself through experience and instinct. Sometimes that power is naturally infused in your heritage or body, other times in moments of true enlightenment, deep meditation, freezing depression or cold indifference and yet again it may not come from within at all, bestowed by a powerful otherworldly being, a great Titan, a deity of the moon, or an Abyssal lord. Regardless of how you attained this gift you have the following features:

Abyssal Endowment[edit]

Those whose cryomagic has been originated by an Abyssal Endowment naturally manifest an Abyssal coldness that snuffs out life and drives one towards chaos. These cryomancers, often called void dwellers, enchanting their spells slots to cast powerful spells to cause chaos to be used in the great war the demons of the Abyss wage against the fiends of the Nine Hells or just to play with those mortals. The Blood War[1]. These cryomancers tend to not conceal their true nature and goals while in the Material Plane, know to be true tricksters who just like to cause havoc whenever they go, those familiar with their kind may find the chaotic nature of their cryomagic and their deceitful combat prowess a bad influence. Void dwellers sent to the Material Plane can seek to destroy any devils they come across and further the goals of demons there while satisfying their lustful needs. However, they can just be doing the latter due to their chaotic nature. Regardless of their goals, given or otherwise, a void dweller's cryomagic is often awakened when a mortal with arcane proficiency is possessed by a demonish entity or a talented mortal with abyssal blood within them bestowed power. However your Abyssal cryomagic was awakened, you gain the following benefits:

Extended Spell List

The following spells are added to the cryomancer spell list for you.

Spell
Level
Spells
1st hex, hideous laughter
2nd invisibility
3rd bestow curse
4th
5th mislead
6th irresistible dance, mass suggestion
7th plane shift, reverse gravity
8th antimagic field, demiplane
9th shapechange, weird

Abyssal Trickery[edit]

You gain proficiency in Deception, Intimidation and Sleight of Hand. In addition, you learn two cantrips from the Cryomancer spell list, you learn another at 4th level and at 10th level.

Wise Charm[edit]

Your demonic wisdom bestowed you with an unorthodox charm. You can add half your Wisdom modifier(rounded up) to your Charisma checks and saving rolls.

Abyssal Presence[edit]

At 5th level, your Abyssal instincts aflow, like an animal. You become proficient in the Perception skill, if you are already proficient, you can double your proficiency bonus. Additionally, you can add your Wisdom modifier to your initiative. In addition, when you would deal cold damage you can instead deal necrotic damage.

Improved Spellcasting[edit]

At 10th level, your experience with cryomagic gave you the power to enchant your spell slots at the cost of your barrier. When casting a spell, you can reduce 1d4 hit points of your Ice Barrier to increase your spell slot to a 6th level spell slot, you can reduce by 2d4 at 13th level in this class to cast 7th level spells, by 3d4 at 15th level to cast 8th level spells, and by 4d4 at the 17th cryomancer level to cast 9th level spells. If you use this feature to cast a 7th level or higher spell, the spell slot spent will only be regained after a long rest instead of a short rest, and you can only use this feature to cast a 9th level spell once, regaining the use after a long rest. When learning new spells, you count this feature to determine the spell slots levels you have, and you can choose one additional cryomancer spells you know and replace it with another spell from the cryomancer spell list. Additionally, you can cast levitate and blur on yourself at will without expending a spell slot or material components.

Chaotic Deviousness[edit]

Upon reaching 14th level, levitate and blur doesn't require concentration for you. You can cast suggestion at will without expending a spell slot or material components. You must finish a long rest before you can use this feature on the same creature again. Additionally, you can cast blink, alter self or detect thoughts without expending a spell slot or material components once before needing to finish a short rest.

Elemental Endowment[edit]

Elemental coldness represent stillness, phlegm, and calmness. At their worst, they are coldly and stubbornly relentless, as the marid often are, but at its best, this freeze reflects peace, wisdom, and determination. Of all the forms a cryomancers endowment can take, those who have been bestowed by the Para-Elemental Plane of Ice, frostfell , are said to be the truest of cryomancers, their coldness not temper or some would say corrupted by the light of the divine, the darkness of the abyss, or the mystic of the fey. Belittler of this endowwment, say it is the most fierce and cruel of coldness to bare, pushing its wielder to turn the material world into a ice age and unleash everlasting winters wherever they go.

Those who possess within them an elemental coldness may have had their endowment bestowed by the para-plane itself perhaps upon birth or during a great conflagration in an area where the boarder between the material and the inner plane is thin. Maybe it was done by a powerful efreeti as a gift for completing a quest or for your families generations of loyalty. Then again, you may find yourself a descendant of one of the elemental planes natives and unknowingly unleashed a torrent of ice at a young age, to your parents amazement or horror. Regardless of how your elemental coldness was brought to life, you gain the following benefits:

Extended Spell List

The following spells are added to the cryomancer spell list for you.

Spell
Level
Spells
1st freezing hands
2nd freeze metal
3rd ice meteor
4th conjure minor elementals
5th conjure elemental
6th icicle shards, true seeing
7th delayed crash ice meteor, regenerate
8th antipathy/sympathy, tsunami
9th storm of vengeance, ymir's wrath

Elemental Nature[edit]

At 1st level, you've taken on integral aspects of the creatures of the inner plane. You don't require air, food, drink, or sleep. In addition, you can speak, read and write Aquan or Auran(Your choice). Additionally, you learn 2 cantrips of your choice from the Cryomancer spell list, you learn an additional cantrip at levels 4 and 10.

Improved Spellcasting[edit]

Your affinity with coldness intensifies, understanding it as natural energy. You now can use your Ice Barrier as fuel to improve your cryomancy. You can reduce your Ice Barrier hit points by 1d4 to cast 1st level spells, 2d4 to cast 2nd level spells and so on. You can only reduce your Ice Barrier by half your cryomancer level d4s(rounded up), needing to finish a long rest before using this feature again. A 10th level cryomancer for example could reduce 5d4 from its Ice Barrier to cast a level 5 spell. Additionally, at 11th level you can choose a 6th level spell from the cryomancer spell list, at 13th level you can choose a 7th level spell, at 15th level you can choose an 8th level spell, and finally, at 17th level, you can choose a 9th level spell.

Marid Shell[edit]

Starting at 5th level, as a reaction when you take damage, you can entomb yourself in ice, which melts away at the end of your next turn. You gain 10 temporary hit points per cryomancer level, which takes as much of the triggering damage as possible. Immediately after you take the damage, you gain vulnerability to fire damage, your speed is reduced to 0, and you are incapacitated. These effects, including any remaining temporary hit points, all end when the ice melts.

Once you use this feature, you can’t use it again until you finish a long rest.

Freeze[edit]

When you reach 10th level, during your turn, if you hit a creature with a cryomacer cantrip or spell, or alternatively, they fail a saving throw against a cryomacer cantrip spell, that creature can't make opportunity attacks until your next turn.

Heart of Ice[edit]

At 14th level, you may use an action to draw the element of ice into an aura surrounding your body, creating a 30-foot radius of snowy or icy rough terrain around yourself. The 30-foot radius around you is considered difficult terrain and you can choose targets (up to your Wisdom modifier) that are unaffected by the difficult terrain and cold damage. Any creature that enters the ring or starts their turn inside take 3d6 cold damage. This damage increases by 1d6 at 17th level. Additionally, when you deal cold damage you ignore cold resistance and treat cold immunity as cold resistance.

Lunar Endowment[edit]

Since the dawn of the concept of a higher power, the worship of the moon as a divine object is prevalent among cultures all over the Material Plane. Yet the name they call this celestial object will often differ, to some he is Lunitari, goddess of neutral magic, to others, he is Nuitari, god of evil magic, Selune, goddess of the moon, and so on. Comparatively a moon god generally possesses less influence in their home pantheons than the sun deity and all represent balance as it embodies the cycle. The phases of the moon symbolize immortality and eternity, enlightenment or the dark side of Nature herself. Cryomancers of the moon often called lunars or moon lords, are enlightened souls infused with its wisdom and the power of their god's discerning vision, charges with chasing away unbalance and shading the impure light. Like clerics, who receive power directly from their gods, lunars are conduits for that divine wisdom and are endowed with ample knowledge for manifesting their miraculous cryomancy. It is a destined lunars faith, strength of will and unique soul that grants them their righteous ice, meaning that while a god may give them knowledge it is that lunars own experiences that sustains the coldness and without it, they are without power and must beg the deity of the moon for more knowledge. Regardless of your higher calling and who the divine being of the moon that granted you wisdom is, you gain the following benefits:

Extended Spell List

The following spells are added to the cryomancer spell list for you.

Spell
Level
Spells
1st bless, heroism, shield of faith
2nd branding smite, zone of truth
3rd remove curse, find greater steed[2]
4th death ward, guardian of faith
5th hallow, raise dead

Balance[edit]

You can speak, read and write Celestial. When you would deal cold damage you can instead deal radiant damage. In addition, your eyes take on a indigo shimmer, allowing you to see normally in darkness, both magical and non-magical to a distance of 120 feet.

Mafic Mantle[edit]

Your Ice Barrier becomes empowered by your faith. Your Ice Barrier dice is now d6.

Extra Attack[edit]

Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Ice Guardian[edit]

Starting at 10th level, when a creature that you can see within 10 meters of you takes damage, you can use your reaction to cause your Ice Barrier to absorb that damage. If this damage reduces the barrier to 0 hit points, the protected creature takes any remaining damage.

Shielding Barrier[edit]

Upon reaching the 14th level, you have an advantage on saving throws against spells while your Ice Barrier has Hit Points. In addition, you take no damage if you succeed on a spell saving throw, and only half damage if you fail while your Ice Barrier has Hit Points.

Titanic Endowment[edit]

Your affinity with ice originates from a connection with a race of deities: members of the second generation of divine beings—succeeding the primordial deities and preceding the Olympians. Their mighty and wisdom have allowed you to learn how to channel your ice to become a warlord. Regardless of your relationship with theses beings, you gain the following benefits:

Extended Spell List

The following spells are added to the cryomancer spell list for you.

Spell
Level
Spells
1st alarm, false life, find familiar
2nd enthrall, shatter
3rd fear, hunger of hadar, vampiric touch
4th locate creature, faithful hound
5th planar binding

Divine Endurance[edit]

Your hit point maximum increases by 1, and it increases by 1 every time you gain a level in this class. In addition, you can read, write and speak Giant and you are proficient in Athletics.

Colossus Might[edit]

At 1st level, you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. If you already have this feature, instead increase your Strength and Constitution ability scores each by 1 to a maximum of 20.

Extra Attack[edit]

Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Freezing Strike[edit]

Starting at 10th level, you gain the ability to infuse your weapon strikes with cryomancy. Once on each of your turns when you hit a creature with a melee attack, you can cause the attack to deal an extra 1d8 cold damage to the target. Additionally, you can use your bonus action to add your weapon dice and your Strength modifier to your spells and cantrips damage if you cast it within your weapon reach, the additional damage type is the same as your weapon. Additionally, you have no disadvantage when casting a ranged spell that requires an attack roll if you are within 5 feet of a hostile creature that you can see you and that isn't incapacitated. If the spell cast affects more than one creature, you can only choose one to be affected by this feature, and you can choose to not be affected by the spell cast, you have your Strength modifier uses of this feature(minimum of 1), then you need to finish a long rest before you can use this feature again.

Titanic Might[edit]

At 14th level, you embody the power of the titans. Your Strength and Constitution scores increase by 2. Your maximum for those scores is now 22. in addition you become proficient in Constitution saving throws.

Cryomancer Spell List[edit]

You know all of the spells on the basic cryomancer spell list and additional spells based on your subclass.

Cantrips Level

dancing lights, chill touch, frostbite, mage hand, message, mending, minor illusion, prestidigitation, ray of frost,

1st Level

absorb elements, armor of agathys, chromatic orb, create or destroy water, detect magic, expeditious retreat, false life, feather fall, fog cloud, ice knife, jump, longstrider, mage armor, shield, silent image, sleep

2nd Level

arcane lock, blindness/deafness, darkness, dragon's breath, find traps, frostskin, gust of wind, hold person, knock, mirror image, snilloc's snowball swarm, spider climb, stalagmite, web

3rd Level

counterspell, dispel magic, glyph of warding, haste, hypnotic pattern, protection from energy, sleet storm, slow, tiny hut, water breathing

4th Level

control water, elemental bane, fire shield, ice storm, dominate beast, private sanctum, resilient sphere

5th Level

cone of cold, hold monster, dominate person, geas, arcane hand

6th Level

wall of ice, otiluke's freezing sphere, investiture of Ice

7th Level

magnificent mansion, project image, sequester, simulacrum

8th Level

control weather, maze, clone

9th Level

imprisonment, time stop

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the cryomancer class, you must meet these prerequisites: Wisdom 13.

Proficiencies. When you multiclass into the cryomancer class, you gain the following proficiencies: Medium armor and martial weapons.



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  1. Mordenkainen's Tome of Foes p.6
  2. Xanathar's Guide to Everything p.156
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