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Trefferwürfel 1d8 pro Stufe

Übungen

CON , INT

Cryomancer

Stufe Übungsbonus Eigenschaften Cantrips Known Spells Known Spell Slots Slot Level Frigid Mastery
1 + 2 Spellcasting Frozen Core Summit 3 2 1 1st 2
2 + 2 Spellcasting Frozen Core Summit 3 3 2 1st 2
3 + 2 Spellcasting Frozen Core Summit 3 4 2 2nd 2
4 + 2 Spellcasting Frozen Core Summit 4 5 2 2nd 2
5 + 3 Spellcasting Frozen Core Summit 4 6 2 3rd 3
6 + 3 Spellcasting Frozen Core Summit 4 7 2 3rd 3
7 + 3 Spellcasting Frozen Core Summit 4 8 2 4th 3
8 + 3 Spellcasting Frozen Core Summit 5 9 2 4th 3
9 + 4 Spellcasting Frozen Core Summit 5 10 2 5th 4
10 + 4 Spellcasting Frozen Core Summit 5 10 2 5th 4
11 + 4 Spellcasting Frozen Core Summit 5 11 3 5th 4
12 + 4 Spellcasting Frozen Core Summit 5 11 3 5th 4
13 + 5 Spellcasting Frozen Core Summit 5 12 3 5th 5
14 + 5 Spellcasting Frozen Core Summit 5 12 3 5th 5
15 + 5 Spellcasting Frozen Core Summit 5 13 3 5th 5
16 + 5 Spellcasting Frozen Core Summit 5 13 3 5th 5
17 + 6 Spellcasting Frozen Core Summit 5 14 4 5th 6
18 + 6 Spellcasting Frozen Core Summit 5 14 4 5th 6
19 + 6 Spellcasting Frozen Core Summit 5 15 4 5th 6
20 + 6 Spellcasting Frozen Core Summit 5 15 4 5th 6

Klassenzauber

wizard (PHB) cleric (PHB)

Klasseneigenschaften

Stufe 1

Spellcasting
Frozen Core
Summit

Stufe 10

Summit Feature

Stufe 11

Arctus Arcanum (11th level)

Stufe 12

Ability Score Improvement

Stufe 13

Arctus Arcanum (13th level)
Improved Core

Stufe 14

Summit Feature

Stufe 15

Arctus Arcanum (15th level)

Stufe 16

Ability Score Improvement

Stufe 17

Arctus Arcanum (17th level)

Stufe 18

Summit Feature

Stufe 19

Ability Score Improvement

Stufe 2

Summit Feature
Frigid Mastery

Stufe 20

Ice King

Stufe 3

Cold Aura

Stufe 4

Ability Score Improvement

Stufe 6

Summit Feature

Stufe 8

Ability Score Improvement

Stufe 9

Sub-Zero

Fortschritt bekannter Zauber

Stufe 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Bekannte Zauber 2 3 4 5 6 7 8 9 10 10 11 11 12 12 13 13 14 14 15 15

Zauberwirker-Fortschritt

Zauberwirker-Fortschritt: pact

Trickzauber-Fortschritt

Stufe 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Bekannte Trickzauber 3 3 3 4 4 4 4 5 5 5 5 5 5 5 5 5 5 5 5 5

Startausrüstung

(a) Shortsword, (b) Sling and 10 frost flasks, or (c) Daggers.
(a) Shortsword, (b) Dagger, or (c) Hand Crossbow.

Klasseneigenschaften

Spellcasting (Level 1)

Cantrips

You know three cantrips of your choice from the Wizard or Cleric spell lists (No cantrip can be fire based). You learn additional cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Cryomancer table.

Spell Slots

The Cryomancer table shows how many spell slots you have to cast your cryomancer spells of 1st through 5th level. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your cryomancer spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.

For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell witch bolt, you must spend one of those slots, and you cast it as a 3rd-level spell.

Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the Wizard or Cleric spell list. No spell can be fire based.

Constitution is your spellcasting ability for your Cryomancer spells. Your magic comes from your Frozen Core. You use your Constitution whenever a spell refers to your spellcasting ability. In addition, you use your Constitution modifier when setting the saving throw DC for a Cryomancer spell you cast and when making an attack roll with one.

Spell

Spell

Spellcasting Focus

In place of material components, you can use water for your spellcasting, as long as the material components do not have a gold cost.

Frozen Core (Level 1)

At 1st level, you make a device called a Frozen Core, this core is what enables you as a cryomancer. It can replace any body part.

  • You gain resistance to cold damage.

  • You gain access to the chill touch cantrip and you can increase its range to 60 ft.

  • The damage for all necrotic spells are cold.

  • Whenever you deal cold damage, you add your spellcasting ability modifier to the damage once per turn.

  • You know the shape water cantrip, and can use it on ice.

Summit (Level 1)

Summit Feature (Level 2)

Frigid Mastery (Level 2)

Starting at 2nd level, you can use your hit die to use powerful abilities. You start with two of these abilities, known as Frigid Masteries. Whenever you spend a hit die to empower a spell or ability with a frigid mastery, you add that hit die to the damage or healing roll. You may swap one frigid mastery with another on a long rest.

Freeze

Whenever you affect targets with a cold spell and those targets fail the initial save for the spell, if there is one, you may spend and roll a hit die. You may force a number targets equal to the roll to make a constitution saving throw. On a failure, you freeze those targets until the end of their next turn. On a success, their movement speed is halved. Frozen targets are incapacitated, their speed is reduced to 0 and can't increase, are vulnerable to thunder and bludgeoning damage, and are resistant to all other damage except fire and psychic. Thunder and bludgeoning damage will break the frozen condition.

This ability may be used on allies within 30 ft of you as a reaction upon them taking damage. They receive temp hp equal to one roll of your hit die plus your constitution modifier. At 5th level, increase that to two rolls of your hit die, at 11th level, three rolls of your hit die, and at 17th level, four rolls of your hit die. Your ally may choose to remain frozen, if they do, they heal for one roll of your hit die at the beginning of each of their turns, as long as the temp HP remains, or your ally chooses to end it, to a maximum of one minute.

Frozen Touch

You touch a body of water and freeze it. The body of water freezes at a rate of 15 feet across, and 1 inch deep per round. The ice formed is hardened and safe to walk on. As long as you maintain physical contact with the water, it continues to freeze. Beyond 15 feet from you, the freeze rate slows to 10 feet per round. And then to 5 feet per round beyond 30 feet.

Frozen Grasp

When you cast chill touch, you may choose to affect two targets instead of one. Your hit die is added to the damage of both attacks. You use the same attack roll for both targets.

Cold Burst

You create a 15 ft burst of ice from targets you affect with cold spells. This burst creates ice on the ground and is difficult terrain. Ice remains until the end of your next turn. If any enemies are within the cold burst area, on a failed Constitution save, they take cold damage equal to one roll of your hit die.

Frost Veil

As a reaction when you take fire damage, you can reduce the damage by an amount equal to your expended hit die plus your constitution modifier. At 5th level, that amount is twice your hit die, three times at 11th level, and four times at 17th level.

Ice Construct

You may create a non-magical object out of ice or snow within 15 feet of you. If you create a weapon, it deals the same amount of damage as that weapon, except half of that damage is cold, and half is the weapon's normal damage type. The object you create must be medium or smaller. Any object created lasts for a number of hours equal to your proficiency bonus, or you can use a bonus action to cause the object to melt. The size of the item you can create with this feature increases by one size category when you reach 6th level (Large) and 14th level (Huge).

Cold Aura (Level 3)

At 3rd level you gain frosty aura you can activate as a Bonus Action for 1 minute that extends 10 feet, all enemies caught within it get a -1 to AC and dexterity and Constitution saving throws. At 9th level the aura increases to 20 feet and the number is decreased to -2, and once again at 15th level where the aura's range is increased to 30 feet and the number is -3. Allies in the aura receive bonuses, instead of negatives. You may use this ability a number times equal to your constitution modifier (Minimum of 1).

Ability Score Improvement (Level 4)

You can increase one ability score of your choice by 2, and increase each other ability score by 1. Or, at your GM's discretion, you can take a feat instead of these increases.

As normal, you can't increase an ability score above 20 using this feature.

Summit Feature (Level 6)

Ability Score Improvement (Level 8)

You can increase one ability score of your choice by 2, and increase each other ability score by 1. Or, at your GM's discretion, you can take a feat instead of these increases.

As normal, you can't increase an ability score above 20 using this feature.

Sub-Zero (Level 9)

At 9th Level you add one extra damage die to your spells and attacks, and if your aura is activated you add two extra dice instead, but only if your target is within the aura. Also, your cold damage ignores resistance and immunity becomes resistance.

Summit Feature (Level 10)

Arctus Arcanum (11th level) (Level 11)

At 11th level, your Frozen core grants you access to higher magics. Choose one level 6 cryomancer spell as this arcanum.

You can cast your arcanum spell once without expending a spell slot, and you must finish a Long Rest before you can cast it in this way again.

As shown in the Cryomancer Features table, you gain another Cryomancer spell of your choice that can be cast in this way when you reach Cryomancer levels 13 (level 7 spell), 15 (level 8 spell), and 17 (level 9 spell). You regain all uses of your Arctus Arcanum when you finish a Long Rest.

Whenever you gain a Cryomancer level, you can replace one of your arcanum spells with another Cryomancer spell of the same level.

Ability Score Improvement (Level 12)

You can increase one ability score of your choice by 2, and increase each other ability score by 1. Or, at your GM's discretion, you can take a feat instead of these increases.

As normal, you can't increase an ability score above 20 using this feature.

Arctus Arcanum (13th level) (Level 13)

You gain a level 7 Cryomancer Spell of your choice.

Improved Core (Level 13)

At 13th level your frozen core has evolved

  • You gain immunity to cold damage and vulnerability to fire damage.

  • Whenever you reduce a creature to 0 hp, the creature is frozen solid.

  • You gain resistance to Poison and saving throws against poison.

  • You may replenish a number of hit die equal to your Constitution modifier once per long rest as an action.

Summit Feature (Level 14)

Arctus Arcanum (15th level) (Level 15)

You gain a level 8 Cryomancer Spell of your choice.

Ability Score Improvement (Level 16)

You can increase one ability score of your choice by 2, and increase each other ability score by 1. Or, at your GM's discretion, you can take a feat instead of these increases.

As normal, you can't increase an ability score above 20 using this feature.

Arctus Arcanum (17th level) (Level 17)

You gain a level 9 Cryomancer Spell of your choice.

Summit Feature (Level 18)

Ability Score Improvement (Level 19)

You can increase one ability score of your choice by 2, and increase each other ability score by 1. Or, at your GM's discretion, you can take a feat instead of these increases.

As normal, you can't increase an ability score above 20 using this feature.

Ice King (Level 20)

At 20th level, you have become a vessel for winter and become slightly incorporeal.

  • Your constitution score increases by 4, to a maximum of 25.

  • You become resistant to all damage except fire.

Unterklassen

Frost Heart
Cryomancer

Unterklassen-Eigenschaften

Frost Heart

Frost Heart (Level 1)

You learn additional spells when you reach certain levels in this class, as shown on the Frost Heart Spells table. Each of these spells counts as a cryomancer spell for you, but it doesn't count against the number of cryomancer spells you know.

Whenever you gain a level in this class, you can replace one spell from this feature with another spell of your choice of the same level, that deals cold or necrotic damage, from any spell list.

Frostbound Aegis (Level 2)

At 2nd level, you gain the Armor of Agathys spell. You may cast this spell a number of times equal to your constitution modifier at your highest spell slot level without expending a spell slot. Armor of Agathys also provides a +1 bonus to AC.

When you cast Armor of Agathys, you may also target an additional creature within 10 ft.

Additionally, slippery surfaces are not difficult terrain for creatures affected by Armor of Agathys.

Icebound Retribution (Level 6)

6th level

Whenever a creature reduces the temporary HP from Armor of Agathys to 0, they must succeed on a strength saving throw or be pushed back 15 feet and knocked prone. The saving throw is against your spell save DC.

Permafrost Ward (Level 10)

10th level

You may extend your frigid protection even further. When you cast Armor of Agathys, you may target two additional creatures within 20 ft. While they have temp HP from Armor of Agathys, their attacks deal an additional 1d4 cold damage.

Glacial Bastion (Level 14)

14th level

While Armor of Agathys is active on any ally, they gain resistance to cold damage and non-magical physical damage.

Also, enemies affected by your Icebound Retribution feature are also restrained in ice after being knocked prone on a failed constitution saving throw.

Everfrost Guardian (Level 18)

18th level

Armor of Agathys now lasts until your next long rest. You may expend a hit die plus constitution modifier to restore temporary hit points to any active Armor of Agathys.

You may now choose three additional creatures within 30 ft. when you cast Armor of Agathys.