Sorcerous Origin: Cryomancer Bloodline

by Dimitriegm

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Sorcerous Origin: Cryomancer

Your magic is tied to a creature, being, or place that embodies the harsh and cold nature of ice. Perhaps you were abandoned in a blizzard as a child, or a white or silver dragon raised you as one of their own. No matter how you gained your magic, you can use it ensnare and shatter others.

Cryomantic Spells
Sorcerer Level Cryomantic Spells
1st Armor of Agathys, Frost Fingers
3rd Gentle Repose, Snilloc's Snowball Swarm
5th Sleet Storm, Slow
7th Blight, Ice Storm
9th Cone of Cold, Hold Monster

Frost Armor

Starting at 1st level, your icy magic can envelop your body with a protective layer of frost. Whenever you cast a spell that causes cold damage you can gain a +2 bonus to AC until the end of your next turn.

Permafrost

Starting at 1st level, when you cast a spell that deal cold damage to a creature, his speed is reduced by 15 feet until the end of your next turn. If the spell already reduces the target's speed, use whichever reduction is greater.

Also, if the spell affects several creatures you can reduce the speed of as many creatures as your charisma modifier.

Frozen

At 6th level, when you use Permafrost to cover a Large or smaller creature in frost, you can spend 1 sorcery point per creature to empower the effect. When you do so, the creatures must make a Constitution saving throw. On a failed save, the creatures are restrained until the end of your next turn. On a successful save, the creatures speed is reduced to 0.

Ice Block

At 14th level, you gain cold resistance and can entomb yourself in ice as a reaction when take damage. You gain 10 temporary hit points per sorcerer level, which take as much of the triggering damage as possible. Immediately after you entomb yourself, your speed is reduced to 0, and you are incapacitated.

At the beginning of your turn, or when the temporary hit points are exhausted, you can detonate the block creating an icy nova that deals cold damage equal to half your sorcerer level to all creatures at 20 feet and apply permafrost on creatures of your choice.

Once you use this feature, you can't use it again until you finish a long rest, unless you spend 3 sorcery points to use it again.

Absolute Zero

At 18th level, you can release primal frigid magic that freezes anything it touches.

As an action on your turn, you can release a burst of freezing elemental power in a 60-foot radius, centered on you. Creatures of your choice in the radius must make a Constitution saving throw. On a failed save, the creature takes frost damage equal to your sorcerer level + double your Charisma modifier and turns to ice, becoming subjected to the petrified condition for a minute or until the creature takes damage. On a successful save, the creature takes the damage but no turns to ice.

Additionally, any water or other liquid in the radius is immediately frozen, and never melts unless it takes fire damage from a spell of 6th level or higher.

Once you use this feature, you can't use it again until you finish a long rest, unless you spend 6 sorcery points to use it again.

 

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