Base Class: Warlock
The Frozen is a powerful entity who resides in the most secluded regions of the multiverse. They prefer the solitude of a hermit life and they thrive on the void. Examples include: Ancient White Dragons, an Elder Tempest, or an Archdruid. Often your patron needs you to be the instrument of their will on the Material Plane. This could include protecting their sanctuary, discovering mythical artifacts, or destroying all known records of their existence.
Expanded Spell List
1st-level Frozen feature
The Frozen allows you to choose from an expanded spell list when you learn a Warlock spell. The following spells are added to your spell list for you.
Fathomless Expanded Spells
| Spell Level | Spells |
|---|---|
| 1st | alarm, speak with animals |
| 2nd | barkskin, pass without trace |
| 3rd | conjure animals, water breathing |
| 4th | conjure minor elementals, freedom of movement |
| 5th | planar binding, geas |
Frozen Skin
1st-level Frozen feature
Your resting body temperature becomes 52 degrees and your skin becomes ice cold to the touch. You gain resistance from Cold damage and are not subjected to magical or environmental effects related to temperature.
Bonus Cantrip
1st-level Frozen feature
You learn the cantrip Druidcraft (Pg 236, Basic Rules). This counts as a Warlock cantrip for you but does not count against your number of Warlock cantrips known.
Touched by Ice
6th-level Frozen feature
When you step on the surface of water it freezes allowing you to walk on it. This ice forms as a 5 ft cube, lasts for a minute, and can support the weight of two medium sized creatures.
In addition, you learn to channel the eldritch energy of your patron into your attacks. When you hit with a weapon attack, you may add an additional 2d10 necrotic damage to the roll. You may use this feature a number of times equal to your Charisma modifier (minimum of once) per long rest. You gain an additional damage die as you gain levels in this class (3d10 at level 10 and 4d10 at level 14).
Chilled Golem
10th-level Frozen feature
You summon a copy of yourself made of ice. It has your statistics with the following exceptions: It may not cast spells, may only make one attack, has half your hit points, and cannot speak. The summoned creature is a construct, follows your commands to the best of its ability, and disappears after one minute, is targeted by the Dispel Magic (Pg. 234, Basic Rules) spell, or if it is reduced to zero hit points. Once you have used this feature it cannot be used again until the next dawn.
Antarctic Aura
14th-level Frozen feature
All creatures of your choice within 30ft of you take 2d6 cold damage at the start of their turn. If a creature is grappled by you, you may use your action to attempt to freeze the creature solid. The creature makes a Constitution Saving Throw against your spellcasting DC. On a failed save, the creature takes 10d6 cold damage and is affected by the Slow (Pg. 277, Basic Rules) spell. On a successful save, the creature takes half damage and is not affected by the Slow spell. Creatures reduced to zero hit points in this way freeze solid and are Petrified. After you have used this feature, you cannot use it again until after your next short rest.
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