Base Class: Warlock
The Blinding White is not knowable, or able to be appeased, or so it would seem. There are those cults who have been worshiping for generations to protect themselves from the cold, those who have given themselves over to it, and those saved on the brink of hypothermia by a conniving force. Whatever the reason for your pact, the permafrost holds you in its grip. Entities may include ice or snow spirits, Ice Dragons, or beings lost to the frozen wastes
Wraiths of the Permafrost
At 3rd level, you can magically summon the spirits of those who have perished in the snow that strikes at your foes. As a bonus action, you create a ethereal swarm at a point you can see within 60 feet of you. The swarm lasts for 1 minute or until you use this feature to create another swarm.
When you create the swarm, you can make a melee spell attack against one creature within 10 feet of it. On a hit, the target takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn. When you reach 10th level in this class, the damage increases to 2d8.
As a bonus action on your turn, you can move the tentacle up to 30 feet and repeat the attack .
You can summon the swarm a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Guardian Warriors
At 6th level, your Wraiths of the Permafrost can defend you and others, interposing itself between them and harm. When you or a creature you can see takes damage while within 10 feet of the swarm, you can use your reaction to choose one of those creatures and reduce the damage to that creature by 1d8. When you reach 10th level in this class, the damage reduced by the swarm increases to 2d8.
Grasping Dead
Starting at 10th level, you learn the spell Evard's Black Tentacles, Except that the tentacles appear as the hands of the frozen. It counts as a warlock spell for you, but it doesn't count against the number of spells you know. You can also cast it once without using a spell slot, and you regain the ability to do so when you finish a long rest.
Whenever you cast this spell, your patron's magic bolsters you, granting you a number of temporary hit points equal to your warlock level. Moreover, damage can't break your concentration on this spell.
Fathomless Plunge
When you reach 14th level, you can magically open temporary conduits to watery destinations. As an action, you can teleport yourself and up to five other willing creatures that you can see within 30 feet of you. Amid a whirl of tentacles, you all vanish and then reappear up to 1 mile away in a body of water you've seen (pond size or larger) or within 30 feet of it, each of you appearing in an unoccupied space within 30 feet of the others.
Once you use this feature, you can't use it again until you finish a short or long rest.
Deep Ocean Soul
At 6th level, you are now even more at home in the depths. You gain resistance to cold damage. In addition, when you are fully submerged, any creature that is also fully submerged can understand your speech, and you can understand theirs.
Gift of the Seas
You gain a swimming speed of 40 feet, and you can breathe underwater.
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