Base Class: Sorcerer
Cryomancers use the power of ice and snow.
Cryomancer Spells
1st–Level Cryomancer feature
You learn additional spells when you reach certain levels in this class, as shown on the Cryomancer Spells table. Each of these spells counts as a sorcerer spell for you, but it does not count against the number of sorcerer spells you know.
Cryomancer Spells
| SORCERER LEVEL | SPELLS |
|---|---|
| 1st | |
| 3rd | Hold Person, Mirror Image |
| 5th | |
| 7th | |
| 9th |
Heart of Ice
1st–Level Cryomancer feature
You gain resistance to cold damage. You are also acclimated to freezing temperatures and high altitude, including elevations above 20,000 feet.
Ice Walk
1st–Level Cryomancer feature
You can move across difficult terrain made of ice or snow without expending extra movement.
Artic Magic
6th–Level Cryomancer feature
Spells you cast of 1st–level or higher, ignore resistance to cold damage. In addition, whenever you deal cold damage with a spell of 1st–level or higher, you can deal additional cold damage equal to your Charisma modifier to one damage roll of that spell.
Freezing Body
6th–Level Cryomancer feature
Whenever you cast a spell of 1st–level or higher that deals cold damage, deadly frost burst from you. All creatures of your choice that you can see within 10 feet take cold damage equal to half your sorcerer level (rounded down).
- When you reach 10th–level in this class, the radius of this frost increases by an additional 10 feet, for a total of 20 feet.
- When you reach 14th–level in this class, the radius of this frost increases by an additional 10 feet, for a total of 30 feet.
- When you reach 18th–level in this class, the radius of this frost increases by an additional 10 feet, for a total of 40 feet.
Wall of Ice
14th–Level Cryomancer feature
As an action, you can magically form an opaque wall of ice on a solid surface you can see within 60 feet of you. The wall is 1 foot thick and up to 30 feet long and 10 feet high, or it's a hemispherical dome up to 20 feet in diameter.
When the wall appears, each creature in its space is pushed out of it by the shortest route. The creature chooses which side of the wall to end up on, unless the creature is incapacitated.
The wall lasts for a number of minutes equal to your Charisma modifier. The wall can be damaged and breached; each 10–foot section has AC 10, 30 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a short or long rest.
Artic Aura
18th–Level Cryomancer feature
As an action, you can summon a freezing blizzard in a 30–foot–radius sphere centered on yourself. The Artic Aura last for 1 minute or until you are incapacitated or die. The aura moves with you, and extinguishes all non–magical flames within the radius. The area is considered lightly obscured for all creatures except for you. All ranged weapon attacks that pass through the area are made with disadvantage. The wind disperses all gases or vapors in the radius. You can use a bonus action to end your Artic Aura early.
Any creature of your choice that starts its turn within the aura or enters the aura for the first time on its turn must succeed on a Constitution saving throw against your spell save DC. On a failed save, a creature takes 4d8 cold damage, and their movement speed is halved until the start of its next turn. On a successful save, a creature takes half damage and no other effects.
Once you use this feature, you cannot use it again until you complete a long rest.
Frozen Soul
18th–Level Cryomancer feature
You gain immunity to cold damage. In addition, spells you cast of 1st–level or higher, ignore resistance to cold damage and treats immunity to cold damage as resistance.
Previous Versions
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7/30/2022 2:03:03 AM
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