Wizard
Base Class: Wizard

Cryomancers are wizards who specialize in the ancient and mystical art of manipulating ice and cold magic. They draw their power from the elemental forces of frost, using it to freeze, control, and shape the world around them. Wizards of the School of Cryomancy are often sought after for their ability to chill their foes to the bone and create intricate ice constructs.

Frigid Arcana

Beginning at 2nd level, you learn to harness the chilling power of cryomancy more efficiently. You gain the following benefits:

You can re-roll any 1s you roll when dealing damage with spell that deals ice damage.

You have advantage on saving throws against spells and effects that deal cold damage.

Bonus Spells

Starting at 2nd level, you gain access to additional spells that are associated with the School of Cryomancy. These spells are always prepared, and they don't count against the number of spells you can prepare each day. The bonus spells are as follows:

  • 2nd Level: Ice Knife, Ray of Frost
  • 4th Level: Snilloc's Snowball Swarm, Misty Step
  • 6th Level: Slow, Counterspell
  • 8th Level: Ice Storm, Dimension Door
  • 10th Level: Cone of Cold, Wall of Ice

Frozen Ward

Starting at 6th level, your mastery over cryomancy grants you a protective shield of ice. As a reaction when you take damage, you can create a barrier of ice that reduces the damage by an amount equal to your max hit points.

Frozen Domain

Upon reaching 10th level, your mastery of cryomancy allows you to tap into the frozen depths of your magic, granting you control over your surroundings in ways that reflect your affinity for ice and cold. You gain the following abilities:

Cryogenic Manipulation: You can use your action to manipulate the temperature of the environment around you within a 30-foot radius. You can lower the temperature to create areas of difficult terrain covered in ice or raise it to create steam, fog, or mist that heavily obscures vision. This effect lasts for 1 minute, and you can use it once before needing a long rest.

Frozen Pathways: You can conjure ice pathways over bodies of water or other hazardous terrain as a bonus action. These pathways are 5 feet wide and can stretch up to 30 feet, allowing you and your allies to traverse them safely. The pathways last for 10 minutes or until dispelled by you. You can use this ability once before needing a long rest.

Cryomancer's Mastery

At 14th level, you reach the pinnacle of cryomantic power. You gain the following abilities:

  • Cryogenic Blast: Once per long rest, as an action, you can release a devastating wave of cold energy in a 30-foot cone. All creatures in the cone must make a Constitution saving throw against your wizard spell save DC or take 10d8 cold damage on a failed save, or half as much on a successful one. After using this feature, you cannot do so again until you finish a long rest.

  • Permafrost Aura: You radiate an aura of intense cold within a 30-foot radius. All hostile creatures that start their turn in this aura take 2d6 cold damage. Additionally, the ground within the aura becomes frozen and difficult terrain for your enemies.

Permafrost Aura

You radiate an aura of intense cold within a 30-foot radius. All hostile creatures that start their turn in this aura take 2d6 cold damage. Additionally, the ground within the aura becomes frozen and difficult terrain for your enemies.

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