The Cryomancer A heavily cloaked Human man walks through the snow, guiding a group of travellers through the harsh tundra. when suddenly a White Dragon decends on them. The travellers panic and quake in terror, but the cloaked guide is unphased. The Dragon roars and inhales to let out its breath weapon, the Man invokes the Giants' language and conjures a ball of blue flame. The pages of his spellbook flutters, magical mist obscures the Dragon's vision. As swift as the Dragon decended upon them, it has disappeared, in its place a beautiful sculpture of ice that imitates its form. A pale white Tiefling approaches the city guards, dressed in grand robes of black and teal. The guards raise their weapons weary of the Tiefling but she assures them she is a friend. She warns the guards of an oncoming bandit invasion she divined hours ago. The Guards panic, as there is no time to prepare more guards to defend the gates. The Tiefling assures them that she is all the defense they will need, and once the bandits arrived, she conjured a legion of Water Elemental Myrmidons. Commanding them with unwavering confidence into battle, along side the guards. Giant Origins Cryomancers, powerful spellcasters and manipulators of the cold. Their arcane art was created by the Ice Giants as a weapon to use against dragons, but over centuries the secrets of Cryomancy got into the hands of the other races as well. Scholars of the North Even with it spreading to other races, learning Cryomancy is a difficult task that requires devoted study. The secrets of the northern giants of Ice where all written down in anciend Giant tongue, so most of the hours a spellcaster would spend to learn them is actually spent deciphering the texts. PreRequisits Becoming a Cryomancer is not an easy task, it involves meeting many requirements and commitment to the path of the Ice Giants' Champions of old. To become a Cryomancer, you must meet the following Prerequisits, as well as your class' multiclassing Prerequisits Intelligence Score of 13 or higher: Cryomancy requires intensive study of both the art, and the Giants' language.

Int-based Spellcaster: To nobody's surprise, to become a Cryomancer you need to have the Spellcasting feature, but your Spellcasting Ability has to be Intelligence, Cryomancy can be learned by Half-casters and Quarter-casters too.

Cryomancy Secrets: Most crucial to becoming a Cryomancer, You must have spent 24 hours of learning Giant Speach, and then 48 hours studying ancient writing regarding this ancient art. You can find writings about cryomancy in books and scrolls located in a White or Silver dragon's lair, or in an ancient library of magic books, or in an Ice Giant's lair. on rare occassions, a Royal Wizard might offer a Tome of Cryomancy and a Historia of Giants as rewards for a quest. Class Features As a Cryomancer, you gain the following class features Hit Points Hit Dice: 1d10 per Cryomancer level

1d10 per Cryomancer level Hit Points at 1st Level: 10 + your Constitution modifier

10 + your Constitution modifier Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per manicurist level after 1st Proficiencies Armor: Medium armor, Light armor

Medium armor, Light armor Weapons: Any weapon with the Versatile property

Any weapon with the Versatile property Tools: none Saving Throws: Intelligence, Dexterity

Intelligence, Dexterity Skills: Choose two from Insight, History, Arcana, Sleigh of Hands, or Survival Equipment A silver pendant shaped like a Wolf's head, or a Golden pendant shaped like a trout caught in a net, depending on which Cryomancer Subclass you choose to take. These pendants will be your Arcane Focus for your Cryomancer class features Spell Slot Calculations When taking a level in Cryomancer, it is considered a level in your main class for Spell slot gains. Going 5 levels in Wizard and 1 level in Cryomancer still gives you the spell slots for a 6th level Wizard However, you do not gain class features of those levels this way. For example, a 8th level Arcane trickser multiclassing into 1 level of Cryomancer will have the spellslots of a 9th level Arcane Trickster, however they will not gain the 9th level class feature, Magical Ambush.

The Cryomancer Level Proficiency Bonus Features Frozen Invocations 1st +2 Frozen Blessing, Gift of the Ordning, Frost Diviner, Frozen Invocations 1 2nd +2 Archetype Feature 2 3rd +2 Ability Score Improvement 3 4th +2 Archetype Feature, Psuedo-Lichdom 4 5th +3 Invoke the Ice Queens 5 Frozen Blessing Starting at 1st level, you choose one of the two Ice Giant Queens and devote your study of Cryomancy to their field of it. In return they shall honor your devotion to their paths by granting you a blessing to aid you in your practitioning of this magic. Your choices are Blessing of Ran and Blessing of Skadi. Gift of the Ordning Also at 1st level, you have extensively studied about the heirarchy of Giant kind, you gain proficiency in history checks regarding Giants, if you are already proficient in history, then you gain Experties in history checks regarding Giants, you can also speak and understand Giant. Frost Diviner Also at 1st level, you learn how to divine the future through snow and ice, and you could swear that from time to time, the cold wind whispers advice to your ears. Once per long rest, you can cast the Augury spell free of material components or spell slots. You can also rely on your sense of hearing and make a Perception check against your own Spell Save DC, if you pass the save, The Wind whispers into your ears about the future as if you have cast the Augury spell, you can use this feature 3 times per long rest and gain advantage on the perception check if you are in a cold and/or snowy location. Frozen Invocations Also at 1st level, you have memorised the names of important Ice Giants, you can invoke the name of any of them once per short or long rest to gain benefits for 1 minute. You can invoke the name of an Ice Giant an aditional time per short or long rest for every level you have in Cryomancer. Ability Score Improvement At 3rd level, you can increase one of your Ability Scores by 2, or two of them by 1, or you can forgo the increase for a Feat, Psuedo-Lichdom Your skin has paled, your blood turned cold, you feel yourself dancing mockingly on the very edge of life and undeath. Though nothing more than a sample of a Lich's power, it is still significant enough to sense, you feel chilling magic course through your blood. Should a mortal have this much power while still alive? probably not. But you dont care, you plan to use this power to its fullest. At 4th level, you become very similar yet very different to a Lich, you gain the following benefits. Unchained Soul You shed off the chains of mortal nessesities that held your soul trapped, forcing upon you many limitations. you now no longer need food or air to survive Restless You no longer need rest, and you can not gain exhaustion as a result. Rest is a meaningless concept to the undead, or in your case, to those who could be mistaken for undead. Of the Cold You have grown in power when it comes to your control over the cold, you gain resistance to Cold Damage. Invoke the Ice Queens At 5th level. you have mastered the Art of Cryomancy, and you have gained the favor of your chosen Ice Giant Queen. Once per short or long rest, you can invoke the name of Ran or Skadi (depending on who's path you follow) to gain benefits for the next 10 minutes. Skadi: The Huntress of Snow You become proficient in Wisdom and Charisma saving throws, you gain a +5 to your Inteligence Score and your Inteligence score maximum increases to 25. You add your Intelligence modifier to attack rolls you make for spells. You also emit a 80ft aura around you that imposes on all creatures in it (except you) disadvantage on all Dexterity saving throws and skill checks. Ran: Collecter of the Drowned You become Proficient in Strength and Constitution saving throws, you gain a +5 in your Inteligence Score and your Inteligence score maximum increases to 25. You add your Intelligence modifier to attack rolls you make for weapon attacks. You also emit a 80ft aura around you that grants friendly characters (except you) Temporary hit points equal to your Intelligence modifier x5, while they have these temporary hitpoints they deal an additional 2d6 cold damage.