Download as pdf or txt
Download as pdf or txt
You are on page 1of 5

Cool guide to Cryomancers

Cryomancer
Icy winds class features
In a world where fire and ice clash, Cryomancers harness the Hit Points
chilling power of frost to protect, control, and, when
necessary, bring the cold fury of winter upon their foes. Hit Dice: 1d8 per Cryomancer level
Hit Points at 1st Level: 8 + your Constitution modifier
Arctic origins
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution
Cryomancers spend a majority of their life dedicated to their modifier per Cryomancer level after 1st
training in clans or by themselves in icy cold mountain tops
and in the arctics, Not many travel outside of their home, Proficiencies
Those who do seek honor and glory, most of the time
cryomancers can be seen as cold and uncaring truthfully they Armor: Light armor
are dedicated and loyal fighters to those who they consider
allies. They do tend to have trust issues with those who seek Weapons: Simple weapons, shortswords
to burn and destroy others in a less than honorable way. Tools: One type of artisan's tools or musical instrument of
your choice
building a cryomancer Saving Throws: Intelligence, Constitution
When building a cryomancer character in a campaign think
of different names for a clan you would be a part of or are you Skills: Choose two from Arcana, Insight, Investigation,
a solo act, living isolatated at the top of cold mountains Medicine, Nature, and Persuasion
practicing your skills, Harnessing, and manifesting the cold in
your blood and veins making you a cold blooded fighter. Equipment
You start with the following equipment, in addition to the
equipment granted by your background:
(a) a shortsword or (b) any simple weapon
(a) a scholar's pack or (b) a musical instrument
(a) a set of fine clothes or (b) an artisan's tool of your
choice
A small pouch containing 15 gp

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Cryogenic Pulse
Class abilities At 9th level You can release a powerful burst of cold energy
Ice Manipulation as an action, affecting all creatures in a 30-foot cone in front
of you. Each creature must make a Constitution saving throw
At 1st level You gain the "Frostbite" cantrip (see below) if you (DC 8 + your proficiency bonus + your Intelligence modifier)
don't already know it. You can cast the "Mage Armor" spell or take 4d6 cold damage and be slowed for 1 minute. They
without expending a spell slot, but it only provides you with can repeat the saving throw at the end of each of their turns
an AC of 13 + your Dexterity modifier when you use it this to end the slow effect. You can use this feature once, and you
way. regain the ability to use it after completing a long rest.
Cold Resistance Ice Master
At second level You gain resistance to cold damage. At 10th level You have mastered the art of cryomancy. You
can cast the "Cone of Cold" spell once per day without
Arctic Ward expending a spell slot. Intelligence is your spellcasting ability
At 3rd level You can create an Arctic Ward around you or an for this spell. 11th Level: Icy Fortitude
ally within 30 feet. This ward grants temporary hit points Your mastery over ice has granted you extraordinary
equal to your Cryomancer level + your Intelligence modifier. resilience. You gain proficiency in Constitution saving throws.
You can use this feature a number of times equal to your
Intelligence modifier (minimum of 1), and you regain Absolute Zero
expended uses after completing a long rest. At 13th level As an action, you can release a freezing pulse of
Ability Score Improvement energy that extends in a 60-foot radius around you. All
creatures in this area must make a Constitution saving throw
At 4th, and again at 8th, 12th, 16th, and 19th level. you can (DC 8 + your proficiency bonus + your Intelligence modifier)
increase one ability score of your choice by 2,or you can or take 6d8 cold damage and be paralyzed for 1 minute. They
increase 2 ability scores by 1,as normal you can't increase an can repeat the saving throw at the end of each of their turns
ability score above 20 using this feature. to end the paralysis. You can use this feature once, and you
regain the ability to use it after completing a long rest.
Frost Nova
At 5th level As an action, you can release a wave of icy energy Arctic Mastery
in a 20-foot radius centered on you. Each creature in the area At 14th level You have reached the pinnacle of your
must make a Dexterity saving throw (DC 8 + your proficiency cryomantic abilities. When you cast the "Cone of Cold" spell,
bonus + your Intelligence modifier) or take 2d6 cold damage you can choose to increase its damage by rolling an
and be restrained for 1 minute. They can repeat the saving additional 8d8 damage.
throw at the end of each of their turns to end the restraint.
You can use this feature once, and you regain the ability to
use it after completing a long rest.
Ice Armor
At 6th level You can create a protective layer of ice around
yourself as a reaction when you take damage. This layer
grants resistance to all damage types until the start of your
next turn. You can use this feature a number of times equal to
your Intelligence modifier (minimum of 1), and you regain
expended uses after completing a long rest.
Frozen Grasp
At 7th level When you hit a creature with a weapon attack,
you can use a bonus action to freeze their limbs temporarily.
The target must succeed on a Strength saving throw (DC 8 +
your proficiency bonus + your Intelligence modifier) or be
restrained for 1 minute. They can repeat the saving throw at
the end of each of their turns to end the restraint. 8th Level:
Ability Score Improvement

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Cryonic Resurrection
At 15th level Once per long rest, if you are reduced to 0 hit
points and not killed outright, you can immediately regain hit
points equal to half your maximum hit points and release a
devastating cryonic explosion in a 30-foot radius around you,
dealing 10d10 cold damage to all creatures in the area. After
using this feature, you gain one level of exhaustion.
Cryomancer's Wrath
At 17th level When you cast the "Cone of Cold" spell, you can
choose to cast it at 9th level, causing maximum damage.
Eternal Winter
At 18th level Your mastery over ice is now legendary. You are
immune to cold damage and resistant to all other damage
types.
Cryomancer Supreme
At 20th level You can cast the "Ice Storm" spell once per day
without expending a spell slot. Intelligence is your
spellcasting ability for this spell.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
This document was lovingly created
using GM Binder.

If you would like to support the GM Binder developers,


WWW.GMBINDER.COM consider joining our Patreon community.

You might also like