Cryowarrior (3.5e Prestige Class)

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I am as beautiful as a snowflake, as harsh as a winter storm, and as insidious as frostbite.
—Kristin the Forsaken, Cryowarrior, Planes of ice

Entry Requirements
Alignment: Any Evil
BAB: +5
Skills: Knowledge (arcana) 13 ranks and Spellcraft 13 ranks.
Feats: Energy Substitution,
Special: Must know at least 4 spells with the [Cold] subtype.

Table: The Cryowarrior

Hit Die: d4

Level Base
Attack Bonus
Saving Throws Special Spellcasting
Fort Ref Will
1st +0 +0 +0 +2 Endurance, Icy Touch
2nd +1 +0 +0 +3 Frost Form +1 of existing arcane spellcasting.
3rd +1 +1 +1 +3 Slow +1 of existing arcane spellcasting.
4th +2 +1 +1 +4 +1 of existing arcane spellcasting.
5th +2 +1 +1 +4 Frost Bite +1 of existing arcane spellcasting.
6th +3 +2 +2 +5 Breath of the Ice Queen +1 of existing arcane spellcasting.
7th +3 +2 +2 +5 Frozen Death +1 of existing arcane spellcasting.
8th +4 +2 +2 +6 Chilling Power +1 of existing arcane spellcasting.
9th +4 +3 +3 +6 +1 of existing arcane spellcasting.
10th +5 +3 +3 +7 Frozen Ascension, Uttercold Manipulation

Class Skills (2 + Int modifier per level, ×4 at 1st level)
Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (arcana) and (the planes) (Int), Profession (Wis), Survival (Wis), Spellcraft (Int).

Class Features[edit]

All of the following are class features of the Cryowarrior.

Proficiencies: The Cryowarrior gains proficiencies in simple and martial weapons.

Endurance (Ex): At 1st level, the Cryowarrior has built up his endurance to the point where he can survive in any condition. He is also under a constant endure elements effect.

Icy Touch (Ex): At 1st level, his unarmed, armed, and natural attacks deal an additional +1d6 cold damage. Creatures who take damage from a Cryowarrior's melee attack lose 1 Dexterity.

Frost Form (Su): At 2nd level, the Cryowarrior can forsake his spellcasting to turn into a frozen monstrosity. As a standard action, he can change into an icy warrior, he gains strength and health and an icy protection depending on his caster level. Once per day, for 1 hour/Cryowarrior level, his BAB is replaced by +1/spellcasting level. He gains a class bonus on attack rolls, damage rolls, and armor class equal to his relevant spellcasting modifier. He also gains temporary health equal to relevant spellcasting modifier per HD. While in this form he loses his ability to cast spells and activate magic items. He can dispel this form as a standard action, but cannot cast spells for 1 hour after which.

Slow (Su): At 3rd level, the Cryowarrior's cold spells freeze creatures in their tracks. Whenever a Cryowarrior's spell or spell-like ability with the [Cold] descriptor damages a creature, all forms of that creature's movement speed are reduced to 5ft for 1 round.

Frost Bite (Su): At 5th level, the Cryowarrior's spells have lingering effects. Whenever a Cryowarrior's spell or spell-like ability with the [Cold] descriptor damages a creature, on your next turn, that creature takes half of the spell's damage again (rounded down) unless he makes a save equal to DC 10 + spell level + relevant spellcasting modifier. This damage does not count as spell damage.

Breath of the Ice Queen (Su): At 6th level, the Cryowarrior learns the secret of the mighty White Dragons of the frozen north. This ability is only usable in his frost form. As a standard action, he can use his breath weapon that deals 1d6/caster level cold damage in a 30ft cone. Once used, he can't use his breath weapon for another 1d4 rounds.

Frozen Death (Su): At 7th level, the Cryowarrior's mastery of the cold is unmatched, learning the secrets of the tundra and the wastelands. Any spell or ability with the [Cold] descriptor that allows an enemy to make a saving throw requires the foe to make a second saving saving throw whose DC is reduced by 5. This ability does not cause the Frost Bite ability to have a second saving throw.

Chilling Power (Su): At 8th level, the Cryowarrior has mastered cold spells. They submit to his will and metamagic is easily applied. Metamagic feats applied to spells with the [cold] descriptor have their cost reduced by 1, to a minimum of 0.

Frozen Ascension (Su): At 10th level, the Cryowarrior has ascended and become a conduit for the Plane of Cold. He gains the Cold subtype. He is healed by cold damage. Also, any spell or spell-like ability with the [Cold] descriptor has no caster level limit.

Uttercold Manipulation (Su): At 10th level, the Cryowarrior transcends normal cold and can now manipulate the Uttercold, a form of absolute cold found in the void between the planes that is devastating to even those capable of resisting the effects of the cold. The Cryowarrior can change any cold damage into Uttercold damage. Uttercold has half the damage that ignores immunity to cold and resistance to cold, and the other half is normal cold damage.

Cryomancer Lore[edit]

Characters with ranks in Knowledge (Arcana) can research Cryowarriors to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge (Arcana)
DC Result
11 Cryowarriors are cold theurges and can manipulate the cold.
16 Cryowarriors cast cold spells that are much more powerful than normal.
21 Cryowarriors can become powerful melee combatants.
26 Eventually, Cryowarriors become so powerful they can channel Uttercold into their magic.

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