Base Class: Warlock
Not all warlocks are forged in the fires of the Nine Hells, the darkness of the Shadowfell, or the magic of the Feywild. Some come to their power in the places where the snow never thaws and the cold always persists. These are the rare Iceblade warlocks. As one of these warlocks you draw your powers from a powerful being one with the freezing cold, such as an ancient white dragon, a powerful bhuer hag, or even a deity or divine power whose portfolio aligns with ice, cold, and winter. Your affinity with ice may give you a seemingly stone cold, stoic, or cool and level demeanor. But anyone who crosses your path had better not assume that this impairs your ability to do battle, for in conflict Iceblades are as sharp and bitter and relentless as the fall of hail from a winter's tempest.
Expanded Spell List
The Iceblade lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
1st - Absorb Elements, Shield
2nd - Spike Growth, Pass Without a Trace
3rd - Protection from Energy, Slow
4th - Ice Storm, Phantasmal Killer
5th - Cone of Cold, Hallow
Frozen Blades
As the name suggests, Iceblades can summon weapons of ice to do battle with their foes.
Starting at 1st level, you can summon a frozen blade of solid ice that encases one of your hands. The blade counts as a simple melee weapon, and when you hit with it, you deal 2d4 cold damage. You add your Charisma modifier instead of your Strength or Dexterity modifier to attack and damage rolls with this blade. The blade remains summoned until you dismiss it (no action required), you are incapacitated or if you die.
Additionally, once per turn when you hit with your frozen blade, the target must succeed on a Constitution saving throw against your spell save DC or have it's speed reduced by 10 ft for 1 minute.
At 10th level, the damage of your frozen blade increases to 4d4 cold damage.
Icebeast
Starting at 6th level, you can summon a companion who is one with the ice as your are, a winter wolf.
As a bonus action on your turn, you may summon a winter wolf companion, which appears in a space you designate within 30 feet of you that you can see. The wolf shares your alignment and is friendly to you and your allies. It shares the same initiative count as you, but takes its turn directly after yours. The wolf acts on its own and takes any action on its stat block unless you use a bonus action on your turn to command it to take a different one.
The wolf vanishes after one minute, leaving behind any equipment it was wearing or carrying in the space it occupied. You may not use this feature again until you complete a long rest.
Penetrating Cold
Starting at 10th level, your ice magic can injure even those inured to the cold.
Cold damage dealt by your warlock spells and frozen blade ignore resistance to cold damage, and creatures with immunity to cold damage are treated as being resistant, not immune, to cold damage dealt by your warlock spells and frozen blade.
Paragon of Ice
Starting at 14th level, you truly become one with the cold and ice.
As a reaction, when a creature scores a critical hit against you, you can instead choose to make it count as a normal hit. Once you reduce the damage of a critical hit in this way, you can't do so again until you complete a long rest.
Additionally, once per day you can cast Investiture of Ice without expending a spell slot and without providing material components. You cannot cast this spell in this way again without completing a long rest.
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