Cryomancer, Variant (5e Class)

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At a bandit camp, the merrymaking of a recent raid comes to an abrupt halt when the air grows cold, and the ground freezes over with a layer of frost. There is a stranger among them. A dwarf not among their ranks has stopped at the edge of their camp, the ground beneath her feet exuding a bitter cold. The bandits ready to attack, only to find standing on the frosty terrain difficult. As they stumble and clamor, they are one by one struck by spikes of ice shooting up from the frozen ground.

In the battlefield of the gnoll caverns, the beastly warriors charge an unarmed dragonborn. The first gnoll is upon the draconian man, and is cut down by a blade of ice. The second gnoll attacks from the other side, and is knocked away by an icy shield it swore it's opponent did not have before. The third gnoll believes he will cut down the dragonborn, and goes for the heart. The dragonborn encases his body in a chill armor of ice and clasps his hands on the gnoll. Terror grips the beast, as he can feel himself slowly freezing to death in the hold of his opponent.

Cryomancers harness the power of cold, and use it it devastating effects.

Creating A Cryomancer[edit]

Cyromancers sense the cold energies and harness them as their magic. From becoming guardians of frost to summoning constructs of ice, they are a formidable force to be reckoned with.

Upon creating a cyromancer, ask yourself, how did your character come to learn cyromancy? And how did they learn to deal with the frigid energies once they first started to manifest?

Quick Build

First, Charisma should be your highest ability score, followed by Dexterity or Wisdom. Then, choose the Hermit background.

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


Armor: Light
Weapons: simple weapons
Tools: none
Saving Throws: Strength, Wisdom
Skills: Choose 3 from Arcana, Insight, Nature, Perception, Sleight of Hand or Survival


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

  • (a) 2 daggers or (b) Shortsword
  • (a) shortbow and 20 arrows or (b) a rapier
  • (a) explorer's pack or (b) scholar's pack
  • (a) an arcane focus or (b) Leather armor
  • 5d4 x 10gp

Table: The Cryomancer

Level Proficiency
Features Spells Known —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Cold Affinity 3 2
2nd +2 Shiver Armor 5 3
3rd +2 Arctic Reckoning 7 4 2
4th +2 Ability Score Improvement 7 4 3
5th +3 Cold Weathered 9 4 3 2
6th +3 Reckoning Feature 9 4 3 3
7th +3 Dance of Ice and Blade 11 4 3 3 1
8th +3 Ability Score Improvement 11 4 3 3 2
9th +4 13 4 3 3 3 1
10th +4 Reckoning Feature 13 4 3 3 3 2
11th +4 15 4 3 3 3 2 1
12th +4 Ability Score Improvement 15 4 3 3 3 2 1
13th +5 17 4 3 3 3 2 1 1
14th +5 Reckoning Feature 17 4 3 3 3 2 1 1
15th +5 19 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 19 4 3 3 3 2 1 1 1
17th +6 21 4 3 3 3 2 1 1 1 1
18th +6 Reckoning Feature 21 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 23 4 3 3 3 3 2 1 1 1
20th +6 Reckoning Feature 23 4 3 3 3 3 2 2 1 1


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.


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 cryomancer'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.

Shiver Armor[edit]

Starting at 2nd level an aura of cold starts to emit from you, causing the ground beneath you to freeze. As an action, you may turn the ground to ice in a 10 foot radius around you. The icy ground becomes difficult terrain for anyone other than yourself. This increases to 20ft at 17th level. The icy ground travels with you, and is deactivated either as an action, or until the end of the next round of combat. You can use this feature a number of times equal to your wisdom modifier (minimum of 1) and you regain all uses of it once you finish a long rest.You can also freeze any non-magical object or liquid that you touch.

Arctic Reckoning[edit]

Starting at 3rd level, you must choose a Reckoning to further hone your icy magic down a path. You may choose between Glacial Heart and Frozen Knight, and gain features for each reckoning at the 3rd, 6th, 10th, 14th, 18th and 20th level.

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.

Cold Weathered[edit]

Starting at 5th level, you are no longer affected by difficult terrain caused by ice or snow. Also, your vision is not impaired by heavy rain or snow storms.

Dance of Ice and Blade[edit]

At 7th level, you can cast the ice blade spell as a 4th level spell without using a spell slot. You may only use this feature once, and regain use of it after you finish a long rest. The blade formed is a long sword.

(The spell flame blade, except it deals cold damage rather than fire damage)

Arctic Reckonings[edit]

Glacial Heart Reckoning[edit]

You become so obsessed with the cold magic that you wield that you start fusing it into your body to become one with it.

Icy Grasp

Your body starts fusing with the cold forces that you manipulate and that effect shows in your magic. Due to this you gain immunity to cold damage and don't suffer any negative effects regarding the cold. Starting when you choose this Reckoning, as an action you may change any spell to deal cold damage instead of what it would normally do. At 17th level, your attacks ignore resistances and immunity to cold damage.

Ring of Frost

At 6th level, The effects of Shiver Armor reaches out to 25 feet and you can now choose targets (up to your level) that are unaffected by the difficult terrain. Anyone not excluded has their speed reduced by 10 feet for as long as they remain inside the aura.

Aura of Ice

At 10th level, as an action you can cause Glacial Spikes to erupt from anywhere that your Shiver Armor aura reaches. If a Glacial Spike hits a target they take 1d6 piercing damage and 2d8 cold damage. You may use this ability a number of times equal to half your Wisdom Modifier rounded down (min 1). You regain all expended uses of this feature after completing a long rest.

Chilling Retaliation

At 14th level, the ice instinctively strikes out against foes that would attack its fused master. You can now use your reaction to cause an ice spike to erupt at the ground underneath creatures that attack you with ranged or melee attacks. The creatures are only affected if they are within the area of Shiver Armor. The damage is 1d6 Piercing and 2d8 Cold. You may use this feature a number of times equal to half your Wisdom modifier (min 1) per round. Additionally, your shiver armor aura now reaches out to 30 feet.

Frozen Fusion

At 18th level, your fusion with the ice you embody as your magic has allowed you to become immune to Fire and as an action can extinguish non-magical flames that enter your Shiver Armor aura. Also, as an action you may also choose to freeze any liquid that is within 20ft of your Shiver Armor 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 choose to have anything that touches you or that you touch to freeze. Any creature that touches you must make a constitution save against your spell save DC or take 7d8 cold damage on a fail, and half cold damage on a success.

Frozen Knight Reckoning[edit]

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 can only get up to 4th level spells and can have a maximum of 11 spell slots.

Knight's Frozen Armor

Starting when you choose this Reckoning, an armor of ice starts forming around your body, making your AC becomes 12 AC + dexterity modifier, while you are wearing no armor. The ice that covers you counts as light armor. The effects of this feature are not activated if you are wearing armor.

Shield of the Frozen Knight

At 6th level, the aura given off by Shiver armor is now reduced to 5 ft, and a shield of ice forms around your off-hand (+2 to AC). The effects of this feature are not activated if you are holding a shield.

Ice Plate of the Frozen Knight

At 10th level, your ice armor has manifested into half ice plate (AC 14) and is considered medium armor. When this feature is active, your aura given off by shiver armor has now completely vanished, but the armor it provides gives you resistance to slashing, piercing and bludgeoning damage from non-magical weapons. The effects of this feature are not activated if you are wearing armor.

Frozen Armaments

When you use Dance of Blade and Ice 14th level or higher, the blade summoned is now a weapon you are proficient in of your choice, which lasts until an action is used to dismiss the blade. These weapons do cold damage instead of normal damage and do an additional 1d8+2 cold damage.

Chilling Grasp

At 18th level, you gain advantage on grapple checks, and cause 1d12 cold damage on a successful grapple check. For each round grappled to the target, you do another 1d12.

Glacial Shell

At 20th Level, your frozen armor becomes so resilient and sturdy that it becomes a 16 AC suit of full plate, and counts as heavy armor. In addition, you are now granted resistance to slashing, piercing and bludgeoning damage from both non-magical and magical attacks.

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


Prerequisites. To qualify for multiclassing into the Cryomancer class, you must meet these prerequisites: 14 Wisdom and 12 Dexterity

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

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