Cryomancer
Arcane
On 3.5e and previous editions, the power growth was more linear since they established that lv 1 is a guy who learned a class few moments ago and is completely novice. 20 is the peak of humanity and anything above 20, superhuman, levels was more akin to "attributes". 5e is different. The idea of tiers was bought by 4e with "local heroes", "heroes of the realm", "heroes of the country" and "heroes o the world". Which IMO makes no sense. Lv 11 in Neverwinter an lv 11 in the lower underdark are two completely different things in therm of character influence. Hell, Karsus on 2e was a lv 42 caster[1] and could't save his kingdom. Lv 30+ was not uncommon for the archwizards of the Netheril empire and epic levels was also relative common. Most Sorcerer Kings on Dark Sun, you can't put a party of "hero of the world" against then. Mainly Borys.
You can see on the boo "domains of dread" that Strahd was a 16th level necromancer on 2e[2] and the book uses accomplished to describe him, before he become a Dark Lord, the same book uses "mediocre skill" to describe him as a lv 5 human.
Mechanic wise, on previous editions, Warlocks of 10th level could only use lesser and least invocations[3]. Shadowcasters only become initiate into the dark mysteries/dark arts at lv 7 [4] Mastery can only be obtained at lv 13. And on 2e, Paladins only become able to cast spells at v 9. Mages specialized in necromancy only become able to raise skeletons at lv 9.[5] Low level chars was meant to be weaklings, not "heroes"
It not only severely limited the campaigns but also bought "power spikes" instead of a more linear progression. You gain HUGE amount of powers on lv 5, 11 and 17. And as consequences, other levels become less impactfull.
sources :
1 - Netheril: Empire of Magic(2e)
2 - Domains of Dread(2e)
3 - Complete arcane(3.5e)
4 - Tome of Magic(3.5e)
5 - 2e PHB revised
You can see on the boo "domains of dread" that Strahd was a 16th level necromancer on 2e[2] and the book uses accomplished to describe him, before he become a Dark Lord, the same book uses "mediocre skill" to describe him as a lv 5 human.
Mechanic wise, on previous editions, Warlocks of 10th level could only use lesser and least invocations[3]. Shadowcasters only become initiate into the dark mysteries/dark arts at lv 7 [4] Mastery can only be obtained at lv 13. And on 2e, Paladins only become able to cast spells at v 9. Mages specialized in necromancy only become able to raise skeletons at lv 9.[5] Low level chars was meant to be weaklings, not "heroes"
It not only severely limited the campaigns but also bought "power spikes" instead of a more linear progression. You gain HUGE amount of powers on lv 5, 11 and 17. And as consequences, other levels become less impactfull.
sources :
1 - Netheril: Empire of Magic(2e)
2 - Domains of Dread(2e)
3 - Complete arcane(3.5e)
4 - Tome of Magic(3.5e)
5 - 2e PHB revised