Base Class: Warlock
Never venturing far the tops of snow capped mountains, places where snow is never gone for long and few live without hardship and struggle or the top and bottom of the world were ice is all that the eyes can see these are some of the places that your patron call home.
Frozen Knight
At 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with medium armor and melee martial weapons with the two handed property. The influence of your patron also allows you to mystically channel your will through a particular weapon. Whenever you finish a long rest, you can touch one weapon that you are proficient with. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest. If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature, no matter the weapon’s type.
The Emperor’s Touch
At 1st level, when you hit with a melee weapon add your warlock level in cold damage.
Expanded Spell List
The Frozen Emperor lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
Frozen Emperor Expanded Spells
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5th |
Ice Walk
At 6th level, you can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost extra moment.
The Emperor’s Blessing
At 6th level, as a bonus action you create a sheet of ice with a 40-foot radius centered on a point you choose within 10 ft. The ground in the area is covered with slick ice, making it difficult terrain. When a creature enters the spell’s area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failed save, it falls prone. This effect last for one minute.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Ice In Your Veins
At 10th level, you have resistance to cold damage and you age at a slower rate. For every 10 years that pass, your body ages only 1 year, and you are immune to being magically aged.
Ice Mirror
At 10th level, whenever a creature deals cold damage to you, that creature takes the same amount of cold damage that you do.
Garden of Ice
At 14th level, you are able create a frigid globe of cold energy to streak from your fingertips to a point of your choice within 100 ft, where it explodes in a 20-foot-radius sphere. Each creature within the area must make a Constitution saving throw against you spell DC. On a failed save, a creature takes 10d6 cold damage and is restrained for a minute. A trapped creature can use an action to make a Strength check against your spell DC to break free. On a successful save, it takes half as much damage and no other effect occurs.
Once you use this feature, you can’t use it again until you finish a long rest.
Previous Versions
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8/23/2018 7:00:47 PM
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Coming Soon
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Posted Oct 9, 2018My apologies for the unenlightening previous entry, I was preoccupied and didn't think anyone would bother reading the comments.
I do not mean to attack the concept as I love new warlock patrons; however, many of the abilities here are more powerful than those out of the PHB. Frozen Knight granting medium armor and martial weaponry proficiency is almost too powerful alone for level 1, especially if the player chooses her path to be Pact of the Blade, but to stack using CHA instead of STR for attack and damage is two stacks of overpowering. And to top it for three stacks of overpowering, The Emperor's Touch adding your level as cold damage makes your standard melee damage at level one to be higher than a barbarian or fighter with similar stats or ranged damage for most spell casters. I would recommend just granting Medium armor proficiency at Level 1, Martial weapon Proficiency and Shields at Level 4, and the ability to cast somatic components and invocations with a weapon in hand at Level 8. The expanded spell list seems balanced.
Ice Walk is acceptable, but needs a note that this works on natural terrain and not magically created difficult terrain. The Emperor's Blessing needs to renew after a long rest, not long or short as well as a note that you are immune to this magically-created difficult terrain since you created it. Ice In Your Veins with cold resistance and a little RP element is perhaps the most balanced feature. Ice Mirror would seem to need a better definition for how much Cold damage is done, I would recommend revising it to reflecting an amount of Cold damage resisted back at the attacker. Garden of Ice seems like it should use a Dex save for half damage, and a Con or Str save to resist the entangled effect and subsequent saves to break out of the entangled condition, not just rooted for a full minute; if it was modified to need both saves, I would be ok with the damage being upgraded to d8s and anyone that took damage, even if they succeeded at the Dex and Con save, being slowed for one round.
Like I said, I like the concept, it just needs some TLC to balance.
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Posted Oct 5, 2018Why? What do you think needs to be changed?
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Posted Oct 5, 2018OP
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Posted Aug 23, 2018I have made wording corrections and add spells that are found in the basic rules to the expanded spell list in version 2. When I am able to add spells for the players hand book and elemental evil player's companion.