Cryomancer Class
Here is the entire Cryomancer Class as I’ve finished it. I am a novice when it comes to Dungeons and Dragons, but I’ve done my best to try and make this as balanced as possible. I am however thankful for any feedback, as long as it’s presented in a respectful way. And if you like it, don’t hesitate to say so! It’ll encourage me to keep going :D
CRYOMANCER
As a cryomancer, you gain the following Class Features.
Hit Points Hit Dice: 1d6 per wizard level Hit Points at 1st Level: 6 + your Constitution modifier Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per cryomancer level after 1st
Starting Proficiencies You are proficient with the following items, in addition to any proficiencies provided by your race or background. Armor: none Weapons: Daggers, quarterstaffs, all simple weapons Tools: none Skills: Choose two from Arcana, History, Insight, Nature, Medicine, Survival and Religion Starting Equipment You start with the following items, plus anything provided by your background. • (a) a Quarterstaff or (b) a Dagger • (a) a Component pouch or (b) an arcane focus (Frostborn) or a winter symbol (Will of Winter) • (a) a Scholar's Pack or (b) a Priest's Pack • (a) an Explorer's Pack
Cryomancer Leveling Table --------------------------------------------------------------------------------------------
1st level Proficiency Bonus +2 Cantrips: 3 - 1st: 2 Feature: Staff Expertise, Pool of Power 2nd level Proficiency Bonus +2 Cantrips: 3 - 1st: 3 Feature: Brisk and Refreshing 3rd level Proficiency Bonus +2 Cantrips: 3 - 1st: 4 - 2nd: 2 4th level Proficiency Bonus +2 Cantrips: 4 - 1st: 4 - 2nd: 3 Ability Score Improvement 5th level Proficiency Bonus +3 Cantrips: 4 - 1st: 4 - 2nd: 3 - 3rd: 2 6th level Proficiency Bonus +3 Cantrips: 4 - 1st: 4 - 2nd: 3 - 3rd: 3 Pool of Power feature 7th level Proficiency Bonus +3 Cantrips: 4 - 1st: 4 - 2nd: 3 - 3rd: 3 - 4th: 1 8th level Proficiency Bonus +3 Cantrips: 4 - 1st: 4 - 2nd: 3 - 3rd: 3 - 4th: 1 Ability Score Improvement 9th level Proficiency Bonus +4 Cantrips: 5 - 1st: 4 - 2nd: 3 - 3rd: 3 - 4th: 1 10th level Proficiency Bonus +4 Cantrips: 5 - 1st: 5 - 2nd: 3 - 3rd: 3 - 4th: 1 Feature: Last Resort 11th level Proficiency Bonus +4 Cantrips: 5 - 1st: 6 - 2nd: 3 - 3rd: 3 - 4th: 1 12th level Proficiency Bonus +4 Cantrips: 5 - 1st: 7 - 2nd: 3 - 3rd: 3 - 4th: 2 Ability Score Improvement 13th level Proficiency Bonus +5 Cantrips: 6 - 1st: 7 - 2nd: 4 - 3rd: 3 - 4th: 2 14th level Proficiency Bonus +5 Cantrips: 6 - 1st: 7 - 2nd: 4 - 3rd: 4 - 4th: 2 - 5th: 1 Pool of Power feature 15th level Proficiency Bonus +5 Cantrips: 6 - 1st: 7 - 2nd: 4 - 3rd: 4 - 4th: 3 - 5th: 2 - 6th: 1 16th level Proficiency Bonus +5 Cantrips: 6 - 1st: 7 - 2nd: 4 - 3rd: 4 - 4th: 4 - 5th: 2 - 6th: 2 - 7th: 1 Ability Score Improvement 17th level Proficiency Bonus +6 Cantrips: 6 - 1st: 7 - 2nd: 4 - 3rd: 5 - 4th: 4 - 5th: 2 - 6th: 2 - 7th: 1 - 8th: 1 Feature: Cryomantic Master 18th level Proficiency Bonus +6 Cantrips: 6 - 1st: 7 - 2nd: 4 - 3rd: 5 - 4th: 4 - 5th: 2 - 6th: 2 - 7th: 1 - 8th: 1 - 9th: 1 Pool of Power Feature 19th level Proficiency Bonus +6 Cantrips: 6 - 1st: 7 - 2nd: 4 - 3rd: 5 - 4th: 5 - 5th: 3 - 6th: 2 - 7th: 1 - 8th: 1 - 9th: 1 Ability Score Improvement 20th level Proficiency Bonus +7 Cantrips: 6 - 1st: 7 - 2nd: 4 - 3rd: 5 - 4th: 5 - 5th: 3 - 6th: 2 - 7th: 1 - 8th: 1 - 9th: 1 Feature: Soothing Snow -------------------------------------------------------------------------------------------- Spellcasting Ability Wisdom is your Spellcasting ability for your cryomancer Spells, since you channel the magic within and around you or through your gods to create spells. You use your Wisdom whenever a spell refers to your Spellcasting ability. In addition, you use your Wisdom 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 Wisdom modifier Spell Attack modifier = your proficiency bonus + your Wisdom modifier Ability Score Improvement 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.
Spellcasting Focus You can use an arcane focus or winter symbol as a Spellcasting focus for your cryomancer Spells.
Cryomantic Pool of Power
From 1st level, choose a Pool of Power, which describes the source of your magical power. You can choose between Frostborn and Will of Winter. Frostborn You are a child of winter. You embrace the cold and find comfort in the white expanses of a dead winter land. You are attuned to the frostier side of nature and able to hold simple conversations with creatures of ice and snow such as white dragons, frost trolls, glacier wolves and polar bears. These creatures are not instantly hostile towards you, but will attack if attacked or provoked by you. Hibernation Beginning at the 6th level, if you are reduced to 5 Hit Points or lower but aren't unconscious, you can go into Hibernation. You are encased in a nearly unbreakable dome of snow and will remain there for the next 4 hours, restoring your Hit Points to Maximum. This cannot be cancelled once activated and you are not aware of your surroundings. You can only do this once every week. Midwinter Night Starting from the 14th level, you gain the ability to call forth the darkness of a midwinter night as a bonus action. This thick darkness fills a 20-foot radius with you at its center and causes disadvantage on attack rolls made by everyone except you. It lasts until you dismiss it or lose concentration. Sheer Cold Beginning at the 18th level, you can bring down the dead cold of the dark heavens above to form a frigid mist in a 5-foot sphere around you, lasting for 10 minutes. Any creature that enters the mist has to make a Constitution Saving Throw. On a failed save, the creature takes 3d6 frost damage, and any part of the creature that is inside the mist is frozen solid. The creature rolls a d10 to determine how long it is frozen for. On a successful save, the damage is halved and the creature is not frozen. A creature that fails the save takes 1d6 frost damage for every turn it remains in the mist. It can repeat the Constitution Saving Throw on each turn, halving the damage on a successful save. You can use this feature once every Long Rest. Will of Winter You are a follower of the old gods of winter. They empower you, allowing you to channel the magic within you into powerful spells. As you carry out their will, these gods of ice and snow guide and protect you, granting you an AC of 13 + your Dexterity modifier when you aren't wearing armor. Divine Whispers Beginning at the 6th level, your connection to the winter gods allows you to commune directly with them. You call upon them to grant you their wisdom and experience, granting you an advantage on your next intelligence, wisdom, insight, religion or investigation check. You can do this twice every Long Rest. Coldhearted Starting from the 14th level, you can relinquish control of your mind and body to the gods of winter. You can use 1 action to pray for their aid to complete a task. Describe the task you wish to complete, and roll percentile dice. If you roll a number equal to or lower than your cryomancer level, your gods take control of you. They move to complete the task to the best of their and your ability. While under the control of the guiding hands of winter, you are immune to psychic damage, cannot be frightened, startled, surprised or in any way hindered by your emotions or thoughts. This includes no reaction to pain. The gods do not distinguish between friend and foe, they only move to complete the task asked of them. The effect lasts for 1 minute, until the task is complete or you take significant damage to the head. Once the effect ends, roll an Intelligence Saving throw. On a fail, you can't remember anything. On a save, you remember everything. If the gods take control, you can't use this feature again for 7 days. Otherwise, you can use it again after you finish a Long Rest. Starting from the 18th level, the gods can distinguish between friend and foe, and you always remember what's transpired.
Brisk and Refreshing From the 2nd level, your body has been toughened and made more resilient by the cold of your magic, giving you resistance against poison and disease. However, if you find yourself in hot areas such as deserts or saunas, you are instead vulnerable to the same. Last Resort Beginning at the 10th level, you are able to use your Last Resort at the cost of some Hit Points. As a bonus action, you can sap some of your own life force to power your spells. This means that even if you are completely out of spell slots, you can sacrifice some health for one last attack. If successful, the spell will go off even if you are killed using it. You take 1d12 necrotic damage, twisting the energy into a fierce, frigid cold blast that bursts out from you in a 20-foot cone. All targets in the area have to make a Dexterity Saving throw. On a failed save, the targets take 4d10 frost damage and their movement is halved. On a successful save, the targets take half damage and their movement is unaffected. If the spell is successful and you are alive, you get 1 level of Exhaustion. You cannot use this again until you've had a Long Rest. Cryomantic Mastery Beginning at the 17th level, you can choose three spells up to level 5 that you have mastered to the point of them being second nature to you. These spells will from now on use level 1 spell slots. Soothing Snow From the 20th level, you are able to summon a refreshing, healing snowfall in a radius of 20 diameter, icy mist wisping along the ground. These magically charged, serenely falling snowflakes will restore 5d10 + your spellcasting modifier of health to all creatures within the area, as well as filling them with a sense of serenity and peace. You can use this once every 7 days.









