Warlock
Base Class: Warlock

Since you have been exceptionally well behaved as of late, a semi-divine being has taken notice of you. You have never seen this figure, but there are legends and stories told among children about his generous exploits. Some say he can give life to inanimate objects, others say that he is able to slow down even time itself to a crawl in order to travel the entirety of the realm in a single night. Whether or not any of this is true, the fact still remains that this man has chosen to give you some of his power. 

Beings of this type include the eponymous Saint Nicholas, Kris Kringle, the Yule Lad, Father Christmas, and other benign and ancient entities. 

Winterborn

Starting at 1st level, you gain a slight physical resemblance to your patron. Your hair, or equivalent, changes to a white colour. It also becomes bushier and seems to grow faster than usual. You also gain a resistance to cold damage. Snow and Ice-based difficult terrain does not give any penalties for movement, neither do harsh slopes. Milk and Cookies are now capable of providing an entire day's rations for you alone. 

Spirit of the Craftsman

Starting at 6th level, you gain the affinity for crafting items that your patron possesses. Items that you are able to craft can now be created in half the time as normal (this stacks with related feats and abilities). In addition, you advantage on strength checks for lifting, dragging, and throwing objects. Your carrying capacity is also doubled. 

Naughty or Nice

Starting at 10th level,  your patron bestows upon you the ability to detect some of the alignment of another creature. As an action, you can cause a creature within 10 ft to make a Charisma saving throw against your spell save DC. This save cannot intentionally be failed since it happens automatically. On a failed save, you immediate;y discern one part of the other creature's alignment. (lawful or chaotic, good or evil, etc) This creature is then immune to this ability for 24 hours. One a passed save, you are left with no more information than you had before. 

This effect is magical. 

Paramony

When you reach the 14th level, your connection to the Saint increases so that you can tap into a bit more of his reality-warping abilities. As an action, you can stop time in a 100 ft radius around you for 1d4 turns. 

This spell ends if one of the actions you use during this period, or any effects that you create during this period, affects a creature other than you or an object being worn or carried by someone other than you. In addition, the spell ends if you move a place more than 100 ft from the location where you originally cast it. 

A creature can see that the border of the area where Paramony is active and can thus make logical assumptions as to what goes on within. If they choose to enter regardless, the effect immediate;y applies to them. 

Once you use this feature, you can't use it again until you finish a long rest. 

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