Cryomancers are mages with a connection to the ancient source of the Frost Primordial. Cryomancers train to control the ice, wind, and snow and build up intense defensive capabilities to outlast their foes and defend their allies.
How you came to study magic is up to you. Perhaps a dormant blood line presented itself in the form of magical gifts or you have longed to study and refine the noble and beautiful craft of ice magic. Your specialty will greatly impact your magical abilities and combat prowess. Have you trained your body and mind to be a magical bastion that is unmoving and shakes off attacks? Or have you chosen to hone your ice shards into the sharpest and most elegant weapons but shatter under pressure? The choice is yours how you wield this noble art.
Class Stats:
Hit Points
- Hit Dice: 1d10 per Cryomancer level
- Hit Points at 1st Level: 10 + your Constitution modifier
- Hit Points at Higher Levels: 1d10 (or 5) + your Constitution modifier per Cryomancer level after 1st
Proficiencies
Armor: Light, Medium
Weapons: Light Crossbow, Daggers, Quarterstaffs
Class Skills: Athletics, Arcana, Perception
Creating a Cryomancer:
Fortunately for you, the related stat for Cryomancy also happens to be the stat that increases your HP. You'll want your Constitution score to be your highest, followed by Dexterity or Strength depending on if you want to be more defensive and agile (Dex) or a front line fighter (Str).
The Frost Guardian specialization is the most straightforward and dependable option. Tundra Walker and Winter's Fury offer much in way of abilities, but may be more situational in their use.
Cryomancer Level | Base Attack Bonus | Saving Throw Bonus | Cantrips Known | Spell Points | Max Spell Level | Features |
1 | +0 | Con +2, Str +2 | 3 | 3 | 1st | Spellcasting, Feat, Theme Benefit |
2 | +1 | Con +2, Str +2 | 3 | 4 | 1st | School Specialty |
3 | +1 | Con +2, Str +2 | 3 | 9 | 2nd | Feat |
4 | +2 | Con +3, Str +3 | 4 | 11 | 2nd | Ability Score Increase, Dual Credit |
5 | +2 | Con +3, Str +3 | 4 | 19 | 3rd | Feat, Specialty Ability |
6 | +3 | Con +3, Str +3 | 4 | 22 | 3rd | Dual Credit, Theme Benefit |
7 | +3 | Con +3, Str +3 | 4 | 26 | 4th | Feat |
8 | +4 | Con +4, Str +4, Dex +2 | 5 | 30 | 4th | Ability Score Increase, Dual Credit |
9 | +4 | Con +4, Str +4, Dex +2 | 5 | 39 | 5th | Feat |
10 | +4 | Con +4, Str +4, Dex +2 | 6 | 44 | 5th | Dual Credit, Specialty Ability |
11 | +4 | Con +4, Str +4, Dex +2 | 6 | 50 | 6th | Feat |
12 | +5 | Con +5, Str +5, Dex +3 | 6 | 50 | 6th | Ability Score Increase, Dual Credit, Theme Benefit |
13 | +5 | Con +5, Str +5, Dex +3 | 6 | 57 | 7th | Feat |
14 | +5 | Con +5, Str +5, Dex +3 | 6 | 57 | 7th | Dual Credit |
15 | +5 | Con +5, Str +5, Dex +3 | 6 | 71 | 8th | Feat, Specialty Ability |
16 | +5 | Con +6, Str +6, Dex +4 | 6 | 71 | 8th | Ability Score Increase, Dual Credit |
17 | +6 | Con +6, Str +6, Dex +4 | 6 | 87 | 9th | Feat |
18 | +6 | Con +6, Str +6, Dex +4 | 6 | 92 | 9th | Ability Score Increase, Dual Credit, Theme Benefit |
19 | +6 | Con +6, Str +6, Dex +4 | 6 | 110 | 10th | Feat |
20 | +6 | Con +7, Str +7, Dex +4 | 6 | 116 | 10th | Rimelord |
Class Features
As a cryomancer you gain the following features and abilities.
Spellcasting
You have the ability to channel the powers of the magical essense of the universe. See the
Magics of the Archipelago page for the rules of spellcasting.
Cantrips
At 1st level, you know three cantrips of your choice from the
Frost Magic Spells or
General Magic Spells page. You learn additional cantrips at higher levels as indicated in the Cryomancer table.
Spell Points
Starting at 1st level, you channel your magical powers through a pool of magical energy which you keep track of as Spell Points. The table above shows how many spell points you have at a given level. To cast a spell at a given level, you spend that number of spell points.
You cannot cast a spell at above the level indicated in the Cryomancer table, even if you have enough points to do so. Even when you can cast any spell level, Spells of 8th level and higher are particularly taxing. Even if you have the points, you can only channel points to cast a spell at 7th level twice and levels 8-10 once each and must complete a long rest to regain the ability to cast them again. You regain all spent spell points after completing a long rest.
Spells Known of Rank 1 and Higher
At 1st level, you know two Rank 1 spells of your choice from the
Frost Magic Spells page and one Rank 1 spell of your choice from the
General Magic Spells page.
When gaining a level in this class, you learn 2 spells of your choice from either the Frost Magic or Universal Spell Lists for free. These spells must be of a Rank equal to or less than your maximum spell level. Additionally, you can choose one Frost or Universal spell you know and replace it with another from either of these two lists.
Spellcasting Ability
Constitution is your spellcasting ability since the power of your magic comes from taming and withstanding the frigid aura of the Frost Primordial. When you cast a spell that requires an attack roll, you add your base attack bonus and your Constitution Modifier to the roll.
Spell Save DC: Should a spell cast by you require a saving throw the DC equals 10 + your Constitution Modifier + half the Spell's Rank (rounded down; minimum of 1) when cast.
Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your cryomancer spells.
School Specialty
Starting at 2nd level, you choose a style to harness your magical abilities. These Specialties are documented below.
Dual Credit
Once you reach 4th level you've gained enough control of your own magic that you can take advantage of other types of magic. You recieve a "Dual Credit" at 4th level, 6th level, 8th level, 10th level, 12th level, 14th level, 16th level, and 18th level.
These Dual Credit points allow you to learn 1 additional spell at any point. This is the primary method of learning a spell of a different school though you cannot learn a spell 6th level or higher outside the schools of Frost. You may treat spells not of your associated school as cryomancer spells for the purpose of Spell Save DC and attack bonus. However, to cast these spells requires +2 spell points than it usually would unless otherwise noted. The only way to unlearn / replace these spells is to find a magic item or boon that reverts your duel credits back into credits and you can re-configure your character after.
RimeLord
At 20th level, your Ice Magic is matched by only a very rare few. You gain DR (Cold) 20. Additionally, choose one Cryomancy level 2 or lower spell and one level 6-7 Cryomancy spell. You can now cast the lower level spell at will without needing any spell points. For the higher level spell, you ignore the limitation of casting spells at that level when you are casting this spell.
Specialties
Your specialty, in other systems known as a sub-class, curates your magic in special ways to make your Ice Mage unique. Your choice grants you special abilities at different levels as indicated below.
Frost Guardian
The Frost Guardians focus on protecting their own through wards and magical reistance. These mages trade brute force for the endurance to withstand any foe. They embody the calm and relentless strength of a glacier as it carves through everything in its path.
Bulk Armor (Level 2)
When you take this specialty at level 2, you gain proficiency with heavy armor and shields.
Warding Aura (Level 5)
You may cast Glacial Ward without spending Spell Points a number of times equal to your Con Modifier, regaining spent uses after completing a long rest. When you cast any Abjuration spell, you may apply it's effects to any number of creatures of your choice within 15ft of you for the duration of the spell.
Permafrost (Level 10)
Starting at 10th level, you gain the ability to surge your spell energy into a powerful ward around 1 creature. As a Standard Action, you target 1 creature you can see and may spend up to 6 Spell Points to craft a ward that has HP equal to 1d6 per spell point used of damage. The ward lasts so long as it has HP and you remain conscious. You may only have one ward like this up at a time but there is no limit how many times you can perform this spell.
Snowburn (Level 15)
Like the vast sheets of snow that reflect the light of the sun that can burn those not careful, you too reflect back energy that can damage your opponents. When you are the target of a Spell that is not an area of effect spell, you may use your reaction to spend 4 Spell Points and make an Arcana check (DC 14 + the Spell's Level). On a success, you take no damage and redirect half of the damage that would have gone to you to another creature you can see within 30ft of you.
Tundra Walker
The chill and forbidding environments you channel your magic from have prepared you to withstand difficult environments and conditions. Tundra Walkers are often prepared for any eventuality.
Sure Footed (Level 2)
You ignore difficult terrain resulting from ice and snow. You also have advantage on saving throws from being moved against your will.
Survivalist (Level 5)
Medicine is a class skill for you. While not a professional healer, you have been trained to survive in harsh conditions. When you succeed on medicine checks to stabilize a creature you can spend 2 spell points to grant them 2d4 HP.
Careful Caster (Level 10)
When you cast spells that have an area of effect, you may choose any number of creatures within 15ft of you to automatically save on their throws. If they would take damage on a success they instead take none.
Steadfast (Level 15)
You can never be caught flat footed in combat and have proficiency in Wisdom Saving throws. Additionally, should you be the target of a critical hit, you may roll 1d100 and if the result is lower than or equalt to 10 (00-1 through 10-0), you are still hit but negate any other advantages of it being a critical hit.
Winter's Fury
The magic of snow is beautiful but also dangerous and cold. You've refined your craft into a formidable force. Like a howling blizzard, your magic sweeps through foes oft unprepared and ill suited to stand a chance against you.
Chilled Veins (Level 2)
Some might say you are cold blooded with the efficiency and focus with which you can take down foes. You may hone your focus on creature types to better attack and take down foes.
Choose a type of favored enemy: aberrations, beasts, constructs, dragons, elementals, fey, giants, monstrosities, oozes, plants, or undead. You have advantage on Wisdom and Intelligcence checks to track, detect, or otherwise recall information about your chosen type.
When you face a creature of this chosen type, you may spend 2 spell points to grant yourself advantage on your attack rolls or disadvantage on their saving throws. You also apply an additional 1d4 to the damage roll. This extra damage increases to 1d6 at 8th level, and 1d8 at 14th level.
You may alter one of your favored enemy types after spending 3 hours of research over the course of 5 days about another type from the list. At 10th level you can have 2 favored enemies at a time, and at 15th level you can have 3 favored enemies at a time.
Cold Ire (Level 5)
When you are hit with a melee spell or weapon attack, you may use your reaction to lash out with a chilled blast dealing 2d6 cold damage to the attacker. You may do this a number of times equal to your Con modifier and regain spent uses after a long rest.
Shattered Ice (Level 10)
As a Full Round Action, you may take a -5 penalty to your AC but gain a +2 bonus on all attack rolls and a 1d6 bonus to damage rolls. This effect lasts for 1 minute or until you fall unconscious. You must complete a short or long rest before you can use this ability again.
Flurry Burst (Level 15)
You manage to preserve spell energy and agility to recover from failed attacks in a small burst. Once on your turn when you make an attack roll and fail, you may immediately cause a burst of ice that forces the original target to make a Dexterity saving throw against your Spell Save DC. On a failure, they tak 1d6 cold damage.
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