# Cyro-Tech The Cold: implacable, continuous, eternal. The Frozen wastes of the world hold many secrets, and draw many people into their chill embrace. Cyro-Techs hope to tap into some of the mystery the power and presence of the Ice Floes. Capturing the freezing winds, the blizzards chill and the frozen desires of the wastes to build into devices allow them to flash freeze the environment, protect from the heat and slide across the ice with control rarely held by others, Cyro-Techs embrace the Frigid temperatures to shape the world around them. ### Cryo-Tech Features #### Bonus Proficiencies When you adopt this proficiency at 3rd level, you gain proficiency with jewelers tools. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice. #### Cryo-Tech Spells Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Cryo-Tech Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare. | Artificer Level | Spell | |:----:|:----:| | 3rd | armor of agathys, ice knife | | 5th | dragon’s breath, misty step | | 9th | gaseous form, sleet storm | | 13th | conjure minor elemental, ice storm | | 17th | cone of cold, control winds | #### Arctic Capacity Starting at 3rd level when you pick this specialization, you have though trail and error developed or captured a means of storing the essence of frost, this device however it is shaped acts as a spellcasting focus, additionally you have a pool of dice equal to your Artificer level that you can use for various effects. The following effects are possible starting at 3rd level: **Snowball**: As an action you may spend a arctic die and form a ball of ice that you may throw at an enemy within 30 feet, you make a ranged attack roll and if successful you hit the enemy for 1D4 cold damage, additionally the target is blind until it clears its vision with an action, creatures that do not need to see are immune to this effect. **Skates**: As an action you may spend a arctic die and generate a small frozen pathway and blades on your feet to skate along with, increasing your movement speed by 10 feet for the next (intelligence modifier) rounds. You also leave behind an icy patch in the squares you pass though that requires a dexterity save from enemies that pass though it, on a failed save they slip and fall prone. **Barrier**: As a reaction to a ranged attack you may form a thin barrier of ice around yourself to help protect from damage, spend an arctic die and reduce the following attacks damage by your intelligence modifier. #### Arctic Blessing Starting at 5th level you learn how to modify equipment to be resistant to the cold, during a long rest you may modify one suit of armour, clothing or cloaks to grant it resistance to cold damage. Once you modify armour or clothes this way it maintains this effect for 7 days before you need to perform the modification again. Additionally you have an additional ability to spend your Arctic Capacity on: **Ice Javelin**: As an action you may spend up to your proficiency bonus die on forming and throwing a javelin made of hardened ice, make a ranged attack against a target within 45 feet and deal D8 cold damage per die expended. #### Wall of Frost At 9th level you learn how to rapidly form a blockade of ice that can be used to control the battlefield, as an action you may form a blockade that covers a 5 foot square, stands no less than 5 feet tall up to 10 feet tall, and can act as full cover for 1 person or partial cover for up 2 people. The Wall may be expanded using arctic die to increase it by another 5 feet square and up to 10 feet tall, each die expended in this way increases the size of the wall. Each 5 foot square of the wall has an armour class of your artificer level + proficiency bonus, and the amount of hit points equal too your artificer level + your intelligence modifier x 3, each wall lasts for 1 minute or until dismissed as a bonus action. You can expend no more than your proficiency bonus arctic die to increase the size of your wall, you can use this feature up to your intelligence moodier times before you need to finish a long rest. #### Arctic Advance At 15th level your arctic capacity grows into a never ending gale, an eternal winter stored in your devices, you replenish all spent arctic die at the end of a short rest, also whenever you take cold damage from an external source and have expended die you may replenish 1 lost die. Additionally you may spend your arctic die on another function: **Flash Freeze**: As an action you may expend 5 arctic die and target an area within sight up to 120 feet away, all creatures within 30 feet of the area you target must make a constitution save or be frozen solid for your intelligence modifier rounds. Creatures frozen in this way count as restrained. Creatures with resistance to cold have advantage on their save, creatures that immunity are immune, this does not count as a charm effect. \page ### Tundral Infusions As a Cryo-Tech you learn how to manipulate ice and the cold in ways to empower items in more useful ways. The following are added to the infusion list for you to be able to pick from as you level. **Thermoclime Shelter**: You can craft or imbue an amulet or other piece of jewelry with the cooling effects of a breeze, granting you or those attuned to it the ability to maintain their ideal body temperture. Additionally it can be overloaded as a bonus action to grant you or those attuned to it resistance to fire damage for your intelligence modifier rounds. Once overloaded in this way the item will need to be infused again before it can be made functional. **Artic Blessing**: You can infuse a weapon with a touch of the Artic winds, allowing it to deal an additional 1D4 cold damage. At 10th level this damage increases to 2D4 cold damage.