Cryomancer, Variant (5e Class)
From D&D Wiki
- 1 Description
- 1.1 Creating A Cryomancer
- 1.2 Class Features
- 1.3 Arctic Reckonings
- 1.4 Spell List
- 1.5 Multiclassing
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
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?
First, Wisdom should be your highest ability score, followed by Dexterity. Then, choose the Hermit background.
As a Cryomancer you gain the following class features.
- Hit Points
Weapons: simple weapons
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
|Features||Spells Known||—Spell Slots per Spell Level—|
|1st||+2||Spellcasting, Cold Affinity||3||2||—||—||—||—||—||—||—||—|
|4th||+2||Ability Score Improvement||7||4||3||—||—||—||—||—||—||—|
|7th||+3||Dance of Ice and Blade||11||4||3||3||1||—||—||—||—||—|
|8th||+3||Ability Score Improvement||11||4||3||3||2||—||—||—||—||—|
|12th||+4||Ability Score Improvement||15||4||3||3||3||2||1||—||—||—|
|16th||+5||Ability Score Improvement||19||4||3||3||3||2||1||1||1||—|
|19th||+6||Ability Score Improvement||23||4||3||3||3||3||2||1||1||1|
At level 1, you choose 2 Cantrips from the Sorcerer spell list or any cantrip that has the Evocation tag and deals cold damage. At level 2, choose an additional Cantrip, and again at level 3.
Your spellcasting modifier is Wisdom.
Spell Save DC = 8 + Proficiency Bonus + Wisdom Modifier
Spell Attack Modifier = Proficiency Bonus + Wisdom Modifier
You can take any spell from the Sorcerer spell list and any other spell that deals cold damage or effects movement
At level 1, you know 2 first level spells of those available to you, gaining another 2 spells at second and third level and another 2 spells every second level after third (as shown in the Cryomancer Table).
Additionally, when you gain a level in this class, you can choose one of the spells you know and replace it with another spell with the requirements above.
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.
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
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.
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
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)
Glacial Heart Reckoning
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
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.
Cryomancers share the Sorcerer spell list, and can learn any spell that relates to frost and winter.
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