Wizard
Base Class: Wizard

Ice endures. Ice preserves. Ice remembers.

Cryomancers are known by many names. Frost Mages, the Winter Council, Blizzard Wizards. They strive to perpetuate the past, so that nothing is ever forgotten, all frozen in time to be observed and learned from for future. are an unrelenting force, seeking to keep as much knowledge as possible safely kept, secured for generations yet to come. Cryomancers are an unrelenting force, seeking to keep as much knowledge as possible safely kept, secured for generations yet to come.

Perfect Preservation

Beginning when you select this school at 2nd level, you have resistance to cold damage. If a spell, such as raise dead, has the sole effect of restoring you to life (but not undeath), the caster doesn't need material components to cast the spell on you. Additionally, your body is always under the effects of the gentle repose spell.

Icy Secrets

Beginning at 2nd level, if a spell you cast would deal force, fire, lightning, or thunder damage, you can choose to deal cold or necrotic damage instead.

Once you use this feature, you cannot use it again until you finish a short or long rest.

Cryoslumber

Starting at 6th level, when you become unconscious or asleep, you are immediately encased in thin sheet of ice. This sheet of ice has a number of hit points equal to your wizard level.

Also, if you were encased as a result of being reduced to 0 hit points, hostile creatures within 5 feet of you must make a constitution saving throw or be restrained and have their speed reduced by 15 feet. While inside the ice, any magical healing you receive is halved and you do not make death saving throws, but after it is gone, you must make death saving throws as normal.

This ice lasts until it is destroyed or you regain consciousness. If you were reduced to 0 hit points, it also ends after 1 minute. 

Minor Stasis

Beginning at 10th level, your ice can entomb a creature temporarily. As a bonus action, you can create a frozen cocoon around yourself or another creature within 30 feet of you, which melts away at the end of your next turn. An unwilling or hostile creature can make a strength saving throw to avoid this effect. The Ice has hit points equal to 10 times your wizard level, and take any damage the target would. The target is incapacitated and its speed is 0. The target is also under one of the following effects:

  • If the target is yourself, you regain hit points equal to your level.
  • If the target is an ally, it regains hit points equal to half your level (rounded up).
  • If the target is an enemy, it takes cold damage equal to half your level (rounded up).

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Whiteout

Starting at 14th level, you can release the cold wrath within you as a burst of power and frost. As an action, you can extend a 60 foot radius sphere of swirling wind and snow centered on yourself that lasts for 1 minute. For the duration, when a creature other than yourself starts its turn in the sphere, it must succeed on a constitution saving throw or take 2d6 cold damage and have its speed reduced by 15 feet. All creatures other than you are blinded while inside the sphere.

Once you use this feature, you can’t use it or Minor Stasis again until you finish a long rest. 

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