Cryomancer (3.5e Class)

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Author: Unknown IP (talk)
Date Created: 6-15-15
Status: Complete
Editing: Mechanical changes on Talk
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Cryomancer[edit]

Life for Cryomancers is a hard one. People fear you for the power you hold and the capabilities of it.

Making a Cryomancer[edit]

Going solo is a favorite tactic of the Cryomancer because they have lived alone for so long, but they will work in groups willingly if there is something in it for them.

Abilities: Dexterity, Wisdom, and Constitution are the three most needed for this class. Dexterity allows them to avoid attacks, Constitution allows them to take the hits, and Wisdom powers most of their special attacks.

Races: Any race capable of living in or around cold regions are more likely to take this class, although any race may take it if willing.

Alignment: Any

Starting Gold: Same as Rogue.

Starting Age: As rogue.

Table: The Cryomancer

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +2 +2 +2 Ice Armor +1, Frost Bolt, Bonus Feat, Wisdomatic
2nd +2 +3 +3 +3 Frost Nova, Ice Lance, Deep Freeze
3rd +3 +3 +3 +3 Ice Armor +2
4th +4 +4 +4 +4 Bonus Feat
5th +5 +4 +4 +4 Ice Armor +3, Slow
6th +6/+1 +5 +5 +5 Cryosleep
7th +7/+2 +5 +5 +5 Ice Armor +4, Frost Bite (minor)
8th +8/+3 +6 +6 +6 Slippery Slope
9th +9/+4 +6 +6 +6 Ice Armor +5, Cone of Cold
10th +10/+5 +7 +7 +7 Bonus Feat
11th +11/+6/+1 +7 +7 +7 Ice Armor +6, Frost Bite (major)
12th +12/+7/+2 +8 +8 +8 Deadly Freeze, Frozen Flight
13th +13/+8/+3 +8 +8 +8 Ice Armor +7
14th +14/+9/+4 +9 +9 +9 Blizzard, Ice Block
15th +15/+10/+5 +9 +9 +9 Ice Armor +8, Frost Bite (extreme)
16th +16/+11/+6/+1 +10 +10 +10 Bonus Feat
17th +17/+12/+7/+2 +10 +10 +10 Ice Armor +9
18th +18/+13/+8/+3 +11 +11 +11 Bonus Feat
19th +19/+14/+9/+4 +11 +11 +11 Ice Armor +10, Frost Bite (deadly)
20th +20/+15/+10/+5 +12 +12 +12 Killer Frost

Class Skills (6 + Int modifier per level, ×4 at 1st level)
Appraise (Int), Autohypnosis (Wis), Balance (Dex), Bluff (Cha), Concentration (Con), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str).


Class Features[edit]

All of the following are class features of the Cryomancer.

Weapon and Armor Proficiency: Same as the monk, although their weapons are treated as their hands for the requirement of their abilities.

Wisdomatic: Cryomancers are a very wisdomatic class. They add their Wisdom modifier to their AC, all of their attack and damage rolls, and their hit points every level, but they must remember to activate it in the morning or they gain no effect from it. (ex. Misty, a 13th level Cryomancer, forgets to activate Wisdomatic that day and levels up, but is unable to add her wisdom modifier to her hitpoints that level.)

Ice Armor: The Cryomancer's affinity with Ice magic has given them a hold over the liquids on the surface of their body, allowing them to harden their skin. This grants them a +1 natural armor bonus to AC, which increases by +1 at every odd-numbered level after 1st.

Frost Bolt: Cryomancers can manifest a small bolt of ice from the palm of their hand as a ranged weapon. This attack deals 1D6+X cold damage, where X is the cryomancer's class level.

Deep Freeze: From 2nd level on, the Cryomancer may freeze anything that can be frozen with just a touch. Fort save vs surface (skin, scale, etc...) negates this effect.

Frost Nova: Starting at 2nd level, the Cryomancer may build up the force of her power over one round to release it the next round and freeze all enemies in a 10ft radius, increasing to 25ft at 6th level, and 50ft at 10th level. A successful reflex save dodges the blast and a successful fort save leaves a target unaffected.

Ice Lance: At 2nd level, the cryomancer gains an enhanced version of her Frost Bolt. An Ice Lance works like a Frost Bolt, but range is increased by ×2 and the damage from the wisdom boost is doubled. This attack may only be used once every 1D4 rounds.

Bonus Feat: At 1st, 4th, 10th, 16th, and 18th level, the Cryomancer gains a bonus feat of their choice. They must still meet the prerequisites of the feat they are wanting.

Slow: A 5th-level Cryomancer can utilize cold to severely slow enemies down. They may move someone's initiative down one or cause them to lose their action through the sheer will she has. If the person they are targeting is already in last place, they lose their action that round and the one next round. This ability can only be used once every 1D6 rounds.

Cryosleep: At 6th level, the Cryomancer's control over cold has developed to the point where she can put herself in suspended animation at a moment's notice. If the Cryomancer would reach −10 hp, she may go into a deep sleep within a frozen cocoon and start regenerating hit points every round she is left alone. The hit points gained per round are equal to her wisdom modifier. If she is hit or the cocoon is destroyed, things resume as normal, depending on where her hit points are.

Frost Bite: Starting at 7th level, when the cryomancer lays her hand on a living being, she may damage that part of the body. The cold damage caused by this ability starts at 1D8 at 7th level and increases in damage by an additional 1D8 at 11th, 15th, and 19th level. This damage happens at the start of every round and cannot be healed by natural means, only by magic.

Slippery Slope: Starting at 8th level, the cryomancer can now freeze the ground her and her enemies walk on with just a touch. The terrain becomes unstable and there can be no successful reflex or dexterity-based saves while on the frozen surface. Allies and enemies alike must make a fort save or be knocked prone for 1D4 rounds. The range of this attack is how far she may see.

Cone of Cold: From 9th level onward, the Cryomancer may control her Frost Nova enough to make it a damaging cone in front or beside her. This attack deals 3D8+ her Wisdom modifier x2 (or x4 for enemies within 15ft). The same time is required to use this ability as for Frost Nova.

Deadly Freeze: Ice is everything to a Cryomancer. Starting from level 12, her frost spells or abilities now deal her wisdom modifier plus half her class level with every hit.

Frozen Flight: From level 12 onward, the cryomancer may blast frost and ice from the palm of her hand as a propellant to get in the air and fly with perfect maneuverability and double her movement speed as her fly speed for a number of minutes equal to her wisdom ability score once per day.

Ice Block: Starting at level 14, while in combat, the Cryomancer may put up a block of ice surrounding her to prevent damage dealt to her for 1D4 rounds, but she may not move or attack for that period of time. Nothing can reverse this effect prematurely and it requires 1D6 rounds after wearing off to reactivate this.

Blizzard: While gaining in power, the cryomancer has also gained in knowledge and has discovered there is enough moisture in the air to freeze it together and cause it to rain down upon her foes. This ability is gained at level 14. The range of this is twice her sight and the damage is 5D12 ×6, but a successful reflex save removes the multiplier.

Killer Frost: At level 20, the cryomancer's ice is now so cold that a failed fortitude save after a successful attack will kill someone just from the sheer chill. The DC for the save is 10 + (her wisdom mod) + (her class level in cryomancer).



Back to Main Page3.5e HomebrewClassesBase Classes

AuthorUnknown IP +
Base Attack Bonus ProgressionGood +
Fortitude Save ProgressionGood +
Identifier3.5e Class +
Length20 +
RatingUnrated +
Reflex Save ProgressionGood +
SkillAppraise +, Autohypnosis +, Balance +, Bluff +, Concentration +, Disable Device +, Disguise +, Escape Artist +, Forgery +, Hide +, Intimidate +, Jump +, Listen +, Move Silently +, Open Lock +, Profession +, Ride +, Search +, Sense Motive +, Spot +, Survival + and Swim +
Skill Points6 +
TitleCryomancer +
Will Save ProgressionGood +