Warlock
Base Class: Warlock

Your pact ties you to the Frozen Star, an ancient and alien cold that slumbers in the dark places between worlds. Some warlocks name it the Gnoph-Keh, a monstrous, ineffable power whose breath is the blizzard itself. Others believe it is no creature at all, but a dead star bleeding eternal winter into the void.

Whatever its true shape, its chill moves through you, letting you command storm and stillness with a touch both beautiful and terrifying. To serve the Frozen Star is to let that inhuman cold seep into your soul, carrying whispers of a will older than memory and far beyond mortal reach.

Level 3: Frozen Star Spells

The magic of your patron ensures you always have certain spells ready. When you reach a Warlock level specified in the Frozen Star Spells table, you thereafter always have the listed spells prepared.

Warlock Level

Spells

3

Fog Cloud, Gust of Wind, Misty Step, Phantasmal Force

5

Fear, Sleet Storm

7

Ice Storm, Phantasmal Killer

9

Cone of Cold, Conjure Elemental

Level 3: Heart of the Storm

As a Bonus Action, you can summon a surge of cold that coils around you like a living storm. The storm is a 10-foot Emanation of driving snow that originates from you and lasts for 10 minutes.

The ground in the storm is Difficult Terrain for creatures other than you. Whenever a creature other than you enters the storm for the first time on a turn or starts its turn there, it makes a Dexterity saving throw against your spell save DC. On a failed save, it slips on the ice and has the Prone condition. The storm moving into a creature's space doesn't count as that creature entering it. A creature other than you that ends its turn in the storm takes 1d4 Cold damage.

The storm ends early if you dismiss it (no action required), use this feature again, or have the Incapacitated condition.

You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.

Level 6: Cold Snap

Your storm learns to shield you. When you are hit by an attack roll while your Heart of the Storm is active, you can take a Reaction to burst apart into snow and reform elsewhere. The damage you take from that attack is halved (round down), and then you teleport up to 30 feet to an unoccupied space you can see, carrying the storm with you.

Once you use this Reaction, you can't use it again until you finish a Short or Long Rest.

Level 10: Deepfreeze

You can twist your storm into a sudden eruption of absolute cold. When you activate Heart of the Storm, you can unleash it as a burst instead of wrapping it around yourself. While your storm is active, you can also end it as a Bonus Action to unleash a burst.

When you unleash a burst, a 15-foot-radius Sphere of supernatural frost erupts at a point you can see within 60 feet of yourself. Each creature of your choice in the Sphere makes a Constitution saving throw against your spell save DC.

On a failed save, a creature takes 4d8 Cold damage and is frozen in ice, giving it the Incapacitated and Restrained conditions until the start of its next turn. On a successful save, a creature takes half as much damage and isn't frozen.

A creature reduced to 0 Hit Points while frozen becomes a brittle ice sculpture that immediately shatters, killing it.

Level 14: Cryomantic Sovereignty

While your Heart of the Storm is active, you can cast Conjure Elemental without expending a spell slot, drawing a single towering spirit of living ice out of the storm while the storm keeps raging around you. When cast this way, the spirit's element must be water, so it deals Cold damage, and the spell gains these benefits:

Unbound Cold. The spell doesn't require Concentration, and its duration becomes 1 minute.

Stalking Storm. As a Bonus Action on your later turns, you can move the spirit up to 30 feet to an unoccupied space you can see, as long as it has no creature Restrained.

Brittle Prey. A creature reduced to 0 Hit Points while Restrained by the spirit shatters, as if frozen by your Deepfreeze.

Once you use this feature, you can't use it again until you finish a Long Rest unless you expend a Pact Magic spell slot (no action required) to restore your use of it.

Level 14: Mind-Numbing Cold

Your storm now carries the full weight of the Frozen Star's alien will. The damage dealt by your Heart of the Storm increases to 2d4. When you end your storm to unleash a burst, you can expend a use of Heart of the Storm to keep the storm going.

In addition, whenever a Warlock spell you cast or a feature from this subclass would deal Cold damage, you can have it deal Psychic damage instead, as the cold seeps past flesh and into the mind.

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