Warlock
Base Class: Warlock

You have made a pact with a powerful fat man. He gives presents to kids everywhere, and is always happy. That's right, it's Santa. You work to make sure that no good people are without hope, and to make sure that bad people get taught consequences. He will even give you his slay, I mean, Sleigh.

Northern Adaption

Since you patron lives in a constantly cold area, you have learned to adapt to their home. You gain resistance to cold damage, and can survive in extreme cold conditions with no effects. Also, difficult terrain made out of ice or snow doesn't effect you.

Gift Maker.

Your patron needs gifts to give out to the good children of the world, and you need to make them. Over the course of an hour, which can happen over a long rest, you can make one item with a gold cost equal to or less than 10 times you warlock level. When you create something with gold piece value, you can also create 1 trinket from the trinket table in the PHB. The items you create cannot be used as a spell component.

Expanded Spells

Your patron grants you more spells to choose from, these spells get added to you class spell list.

Gift Wraper

You gain even more experience with making gifts, and now have the ability to use special wrapping paper to wrap them. You can now, over a short or long rest, make yards of fabric equal to you 2x your level. You can spend 2 yards of this paper to force a creature within 30ft of you to make a STR save against your spell save DC or become grappled. They can repeat the save at the end of their turn, at which point if they succeed, they break the fabric and it become unusable. You can only have 2 targets grappled at a time, and they must be 1 size larger than you or smaller. If you wrap either the Token or the item you made with your Gift Maker feature, you can give that item to a person other than yourself and they gain 1d10+ your charisma mod, min or +1, in temporary hit points, and you gain advantage on CHA checks with them for 1 hour. The DM determines how much fabric is required to wrap the item or trinket.

Reindeer Master

At 10th level, you have been gifted a Reindeer from Santa, which you can use to deliver toys and get from town to town. You have a Reindeer, use the Elk stat block, with the following changes. Its AC is 15, and it has 40 hit points, It has 10(0) Int, and 10(0) Cha. It understand all the languages you speak, and can communicate telepathically with you if you are within 1 mile of it. You determine its form. If you Reindeer dies, it respawns at full HP at the end of your next long rest, standing or sitting in an unoccupied space with 10ft of you. It can carry you and 2 other people. You determine what it looks like.

Slay Ride

Your patron gives you access to their magical sleigh, which you may or may not have spruced up a bit with added weaponry. You cannot use this feature on your world's variant of December 25th. For hours equal to your proficiency bonus, you can summon a magical sleigh as a bonus action. It has a flying speed of 50ft, but out of combat it can move at 4 mph. It is not a valid target for any attack, and cannot take damage, or be affected by any conditions. It is large enough to house 5 creatures, and 1,000lbs of stuff besides. It has the following attacks

Explosive Present: As an action on your turn, you can launch 1d4 Exploding Presents to different spaces within 30ft of you. Every creature within 10ft of a present must make a Dex save against your spell save DC. On a failure, they take 6d6 fire damage, or half on a success, any flammable not being worn or carried is lit on fire. You can't use this on consecutive turns.

Razor Runners: The Runners, the things that the sled slides on, can be very deadly. When you move through a creature's space for the first time on a turn, that creature must make a Dex save against you spell save DC. On a failure, they take 4d8 slashing damage, or half on a success.

Sonic Bells: The bells on your sleigh can, as an action, be used as sonic weapons. Any creature within 10ft of the sleigh, not including you, must make a Con save against you spell save DC. On a failure, they take 3d8 thunder damage and are stunned, on a success, they take half damage but are still stunned. A stunned creature cannot take this damage.

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