Base Class: Warlock
Like everyone else, you have dreamed of having magnificent powers that changed who you are. But life did not seem to be going in that direction. You have lived a rather average, uneventful life. That is, until that event that happened, something great and terrible and full of power, awakening the Icey heart within you. You are not sure where this power is coming from. You are not sure what price it will call upon you. One thing is for sure . . . . life is never going to be boring ever again.
Expanded Spell List
Winter's Blade 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.
Winter's Blade Expanded Spells
Spell Level | Spells |
---|---|
1st | create or destroy water, fog cloud |
2nd | gust of wind, magic weapon |
3rd | sleet storm, water walk |
4th | ice storm, conjure minor elementals (water or ice only) |
5th | cone of cold, conjure elemental (water or ice only) |
Glacial Armor
Starting at 1st level, you are immune to natural cold, and you are resistant to magical cold damage.
You also gain the ability, as a bonus action, to call forth an aura of cold, a thin layer of frigid air that surrounds your body. This aura will increase your armor class by +1, and will cause 1d4 cold damage to anyone who successfully strikes you with a melee weapon. You are also resistant to fire while you are surrounded by this aura. This aura will last for 1 minute.
You can’t use this feature again until you finish a short or long rest.
Blade of Winter
At 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with medium armor, shields, and martial weapons.
The influence of your patron also allows you to mystically call forth a rapier of hardened ice called Winter's Blade. It is a bonus action to call the weapon into being, or to return it to Winter's Void. In addition to the normal damage that a rapier will cause, Winter's Blade will do an additional 2 points of cold damage.
Ice Elemental
Starting at 6th level, you are granted the services of an ice mephit. This creature will come to you upon attaining 6th level, and will serve you as a familiar. It is subject to all restrictions placed upon all familiars, and will only attack another to defend itself.
Should your familiar perish, another will be called and will present itself to you within 24 hours.
The damage caused by Winter's Blade increases to 2d8, and now does an additional 4 points of cold damage.
You can now move across and climb icy surfaces without needing to make an ability check. Also, difficult terrain composed of ice or snow doesn’t cost you extra movement.
Winter Solace
Starting at 10th level, you may seek help from the realm of elemental magics. As an action, you can cast Conjure Elemental with the following adjustments: You don't need any material components, and the elemental is always an Ice Elemental (An Air Elemental, only using cold damage instead of bludgeoning), regardless of what type of terrain you cast the spell on. Furthermore, you don't need to maintain concentration for the elemental to remain friendly to you. The elemental lasts one hour or until it drops to 0 hit points, at which point it returns to the plane from whence it was conjured.
Once you use this feature, you can’t use it again until you finish a short or long rest.
The damage caused by Winter's Blade increases to 3d8, and now does an additional 6 points of cold damage.
Winter's Wrath
Starting at 14th level, you can summon forth the wrath of Winter. As an action, you may extend your hands and let loose a howling blizzard from within yourself. All creatures in a 60-foot cone originating from you must make a Constitution saving throw. On failure, they each take 10d8 cold damage and are immobilized. A creature killed by this ability becomes a frozen statue until it thaws. Creatures who failed the saving throw may attempt it again at the beginning of their turn to regain mobility. On a successful save, they take half damage and their movement is halved for 2 rounds.
Once you use this feature, you can't use it again until you finish a long rest.
The damage caused by Winter's Blade increases to 4d8 and now does an additional 8 points of cold damge.

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