Cryomancer (5e Class)
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|Fatui [Cryo Cicin Mage], From Genshin Impact.|
All shall perish under my name. My breath grows cold and my heart and body has become one with the white snow of the mountains. I was the great sorceress that was known for an era, but ever since I grew more powerful. The common folk began to fearful me. Casting blame from those frozen nights, blizzarding storms and snow avalanches from the mountains during winter. They all seek to retribution upon me, enough to cast a witch hunt for my head. Thusly, I hid from those casting eyes of bitterness of blame that they look at me with. So, by sealing myself into the cold grips of the glacial home that I encased myself. I lie in wait to look for a time beyond those years of blame.... with Decades and decades have passing. They all but forgotten me that I exist, much like how snow melts into the the ground. Seeing the ages that pass before me, has rendered my heart cold and bitter. That hatred that remains stained within my heart. I feel the ice melting from the heat of my rage. My time will come, as it always comes, they will all know my name... Winter is coming...
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
As a Cryomancer you gain the following class features.
- Hit Points
Armor: Light armor
Weapons: Simple weapons, Shortsword, Longsword, Longbow
Saving Throws: Constitution, Charisma
Skills: Choose three skills from Acrobatics, Arcana, Deception, Intimidation, Nature, Persuasion, Sleight of Hand and Stealth.
You start with the following equipment, in addition to the equipment granted by your background:
- (a) two daggers or (b) any Martial weapons you are proficient in
- (a) Longbow and 20 Arrows or (b) any Simple weapons
- (a) Explorer's Pack or (b) Scholar's Pack
- an arcane focus and Leather armor
- If you are using starting wealth, you have 3d4 x 10gp in funds.
|Features||Spells Known||Cantrips Known||—Spell Slots per Spell Level—|
|1st||+2||Spellcasting, Ice Manipulation||2||4||2||—||—||—||—||—||—||—||—|
|2nd||+2||Ice Manipulation Improvement, Winter Adept||3||4||3||—||—||—||—||—||—||—||—|
|3rd||+2||Arctic Reckoning, Dance of the Ice Blade||4||4||4||2||—||—||—||—||—||—||—|
|4th||+2||Ability Score Improvement||5||5||4||3||—||—||—||—||—||—||—|
|6th||+3||Arctic Reckoning Feature, Ice Dash||7||5||4||3||3||—||—||—||—||—||—|
|8th||+3||Ability Score Improvement||9||5||4||3||3||2||—||—||—||—||—|
|9th||+4||Blood of Ice||10||5||4||3||3||3||1||—||—||—||—|
|10th||+4||Arctic Reckoning Feature||11||6||4||3||3||3||2||—||—||—||—|
|12th||+4||Ability Score Improvement||12||6||4||3||3||3||2||1||—||—||—|
|14th||+5||Arctic Reckoning Feature||13||6||4||3||3||3||2||1||1||—||—|
|16th||+5||Ability Score Improvement, Blood of ice||14||6||4||3||3||3||2||1||1||1||—|
|17th||+6||Arctic Reckoning Feature||15||6||4||3||3||3||2||1||1||1||1|
|18th||+6||Fortitude of Cold||15||6||4||3||3||3||3||1||1||1||1|
|19th||+6||Ability Score Improvement||15||6||4||3||3||3||3||2||1||1||1|
|20th||+6||Arctic Reckoning Feature||15||6||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.
- 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, since the power of your magic relies on your ability to project your will into the world. 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.
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 5th level, 4d4 at 11th level, and 5d4 at level 17th level.
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.
Starting at 3rd level, you must choose an Arctic Reckoning to further hone your icy magic down a path, all of which are listed here: Arctic Reckonings. Your choice grants you features at 3rd level, and again at 6th, 10th, 14th, 17th, and 20th levels.
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 without using a spell slot. You may do so again after finishing a short or long rest. 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.
Starting at 5th level, you ignore difficult terrain as a result of 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.
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.
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.
You devote yourself to the manipulation of the cold.
- Cold Aura
From the moment that you are born, your body feels colder than most creatures. You now emanate a cold presence to those you cannot be close. At 3rd level, as a bonus action, you can make a ranged spell attack, to draw the element of ice into an aura surrounding your body, creating a snowy or icy terrain around yourself. The 10ft radius around you is considered difficult terrain for 1 minute. Any creatures that enters the Cold aura or starts their turn inside, takes 1d8 cold damage. This damage increases to 2d8 at 5th level, 3d8 at 11th, and 4d8 at 17th level.
- Forbidding Blizzard
The glacial heart that you hold shows a fearful side within you. Pushing those away from you that do not deem close to you. At 6th level, Your cold aura range of influence increases to 20ft 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 cold aura's influence. Additionally, you may use an action, to create a tempest of ice surrounding yourself with a small blizzard, pushing creatures away with considerable force to whomever is in your cold aura. Creatures within your cold aura must make a Strength saving throw DC vs your Spell save DC. If failed, they will be pushed outside of your cold aura's influence and range, and the creature will be knocked prone. If successful, they will not be prone and not pushed outside of the cold aura's influence.
- Weapon of Winter
Starting at 6th level your connection to the plane of cold can now be extended to your bound weapon. This infuses it with your power, granting you the ability to project your Frostfell Aura through the weapon. You can also as a bonus action recall the weapon to you by having it teleport into your grasp from wherever it was as long as it is in the same plane as you. If anyone but the owner picks it up, they take 1d12 cold damage. You may have one bonded weapon at a time, and can make this deeper bond with a different weapon as part of a long rest. The bonded weapon can act as a Spiritual Weapon. It can float with a movement speed is equal to your base movement speed and can make one melee attack per turn against a creature 5ft away from itself. Its damage is equal to the weapons base damage plus
- Chilling Radiance
A cold light flashes from your heart, that blossoms with a brilliant cold radiance that shines throughout the darkest of times. At 14th level, as a reaction, you can impose disadvantage on a melee attack against the creature within your Cold aura. The creature must make a Wisdom saving throw DC vs your Spell save DC. If failed, the creature takes 2d8 radiant damage and 2d8 cold damage, or half as much damage on a successful one. As the power of radiance surrounds your heart, you now gain resistance to fire damage.
- ;Freezing Damnation
Your heart becomes colder and more brutal towards those that threaten you, showing absolutely no mercy. At 17th level, as an action, you can spawn glacial spikes to erupt from anywhere that your cold aura reaches. A targeted creature must make a Dexterity saving throw DC vs your Spell save DC, on a failed save they will be impaled by the glacial spike, taking 3d6 piercing damage and 3d6 cold damage. On a successful save they take half damage and are not Impaled. An impaled creature is considered to be restrained and must spend an action to remove themselves from the spike. You may use this ability equal to your Charisma modifier. You regain use after finishing a long rest.
- Heart of Ice
Your body and heart has completely become one with cold energies that you freely manipulate to your will. At 20th level, as an action you can activate Heart of Ice. For 10 minutes you become immunity to all fire damage. All attacks on creatures that are within your cold aura have advantage. You may choose to have anything that you touch to feel your Frozen wrath. As a bonus action, you touch a creature with your Frozen wrath. If the creature's body contains any fluid within them, the creature must make a Constitution saving throw DC vs your Spell save DC. On a failed save, the creature takes 8d10 cold damage and it is petrified as its fluids within its body, begins starts to harden into solid ice. The creature that is petrified by Frozen Wrath can make repeating Constitution saving throws at the end of each of its turns. On a successful save, and is no longer being petrified by ice and is immune to this ability for the next 24 hours. If the creature is physically broken while petrified, it suffers from similar deformities, when broken apart. 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.
You decide to use your cold magic to become an unstoppable Knight of Frost, gaining frozen armor to defend yourself or your allies.
- Warrior of Frost
At 3rd level, you gain proficiency with martial melee weapons, shields, Medium and heavy armor.
- Knight's Frozen Armor
Starting when you choose this Reckoning at 3rd level, if you are unarmored, ice starts to form around your body. Your AC becomes 13 + Dexterity 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 without using a spell slot, regaining the ability to do so after finishing a long rest. Alternatively, you may cast it using a spell slot of 1st 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 until you finish 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 equipped 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 + Dexterity 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 + Strength cold damage on a successful grapple check, and another 3d10 + Strength 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.
Proficiencies. When you multiclass into the Cryomancer class, you gain the following proficiencies: Light Armor, one skill of your choice