The Cryomancer
[If you've found yourself here, these are class feats I've created for when the feat update drops. I'm placing them here temporarily for anyone who is nosy and wants to look at them ahead of time.]
Class Name: The Cryomancer
Core Fantasy: The Cryomancer is a Wisdom-based Breaker who uses cold and ice as precise battlefield tools. In Dungeon Break operations, they lock down lanes with freezing fields, ice walls, and blizzards that slow or stop Gate surges so squads can suture or regroup.
Level 1 Features
Frost-Blooded (Level 1)
Your body is adapted to cold and Gate frost.
Rules:
You have resistance to cold damage from nonmagical sources.
You are immune to slippery surfaces and treat them as normal surfaces when walking on them.
You have advantage on Constitution saving throws you make to maintain concentration on spells from this class.
Coldfront Routine (Level 1)
Your cold output is trained for steady, precise impact.
Rules:
Once on each of your turns when you cast a spell from this class that deals cold damage, you can add your Wisdom modifier (minimum 1) to one of that spell’s damage rolls against a single creature or object.
Level 3 Feature
E-Rank: Frostline Discipline (Level 3)
At E-Rank, you learn to place freezing bursts around your squad instead of through them.
Rules:
When you cast a spell from this class that affects an area and deals cold damage, you can choose a number of creatures you can see equal to your Wisdom modifier (minimum 1).
A chosen creature automatically succeeds on any saving throw it makes against that spell and takes no damage from the spell.
You can see normally through nonmagical snow, sleet, mist, or fog created directly by your spells from this class. Those areas are not considered heavily obscured for you.
Level 7 Feature
D-Rank: Frozen Joints (Level 7)
At D-Rank, your hits leave behind slick pockets of ice that slow the field.
Rules:
The first time on your turn that you deal cold damage to a creature with a spell from this class, that creature must make a constitution saving throw against your spell save DC. On a failure the creature has disadvantage on the next attack roll they make before the start of your next turn.
Level 10 Feature
C-Rank: Blizzard Momentum (Level 10)
At C-Rank, each freeze you finish feeds your endurance and tempo.
Rules:
When a hostile creature you can see drops to 0 hit points from cold damage you dealt with a spell from this class or a weapon attack on your turn, you gain temporary hit points equal to your Wisdom modifier + your proficiency bonus (minimum 2).
You can gain temporary hit points from this feature only once on each of your turns.
When you roll initiative and you have no 1st-level spell slots remaining for this class, you regain one expended 1st-level spell slot for this class.
Level 13 Feature
B-Rank: Whiteout Field (Level 13)
At B-Rank, you can plunge a section of the Gatefield into killing cold that pushes damage through resistances and breaks focus.
Rules:
As an action, you choose a point you can see within 60 feet. You create a 20-foot-radius whiteout field centered on that point that lasts for 1 minute.
The area is lightly obscured by swirling ice crystals and frost haze but does not block line of sight.
When a creature in the area takes cold damage from you or from a spell cast by an ally, that creature cannot benefit from resistance to cold damage against that instance of damage.
In addition, when a creature in the area that you can see takes cold damage from you, it has disadvantage on the next Constitution saving throw it makes to maintain concentration before the start of your next turn.
You can have only one whiteout field active at a time. Creating a new one ends the previous one.
You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.
Level 16 Feature
A-Rank: Living Frost (Level 16)
At A-Rank, your presence bends how temperature and cold interact with you and your targets.
Rules:
You have resistance to fire damage.
When you deal cold damage to a creature with a spell from this class, that creature cannot treat you as having half cover or three-quarters cover until the end of your next turn.
When a creature has resistance to cold damage, your cold damage against that creature ignores that resistance. If a creature has immunity to cold damage, it instead takes half damage from your spells from this class that deal cold damage.
Level 20 Feature
S-Rank: Gatebreaker Glaciation (Level 20)
At S-Rank, you become the center of a controlled deep freeze that rewrites how cold works around a Gate.
Rules:
As an action, you enter a glaciation state that lasts for 1 minute.
While this state lasts:
You have immunity to cold damage.
The area within 10 feet of you is freezing ground for hostile creatures. Freezing ground is difficult terrain for hostile creatures.
Once on each of your turns when you cast a spell from this class that deals cold damage, you can choose one creature damaged by that spell. That creature takes extra cold damage equal to your Cryomancer level.
Your spells from this class that deal cold damage ignore resistance to cold damage, and creatures with immunity to cold damage instead take half damage from those spells.
The glaciation state ends early if you are incapacitated.
You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.