Warlock
Base Class: Warlock

Long ago, there lived a greater deity, called Nicholas the Everfrozen. A multitude of ice elves venerated him in his domain, located on the Frostfell, quasi-elemental plane of ice. But his biggest group of followers were children across the multiverse, for Nicholas delighted in creating simple, yet enjoyable toys, which he proceeded to give to well-behaved children. But an awful disinformation campaign launched by evil deities, claiming that Nicholas is just a fairy tale, was weakening him greatly. So, knowing where one would fail, good 'ol Nick invented a powerful fighting style, he called Fist of the North Pole. Divine in its nature, practitioners of this art, called Santas, were gaining powers akin to the ones Nicholas had. Every Santa is on a mission to deliver Christmas to Faerun. They deliver COAL to those on his Naughty list, and serve as a bastion to defend those on his Nice list. One way or another, everyone is getting their presents this year...

Ignore This

(the result of a feature/delete bug I've run into) You must choose the Christmas Spirit or Winter Father option to be able to be able to choose a subclass feature.

Christmas Spirit

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Winter Father

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Ignore This Part 2

(Pick the only option to make every class feature work properly)

Important

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Class Hit Points, Proficiencies, Equipment & Class Table

As a Fist of The North Pole you gain the following class features.

Hit Dice: 1d12 per Fist of The North Pole level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Fist of The North Pole level after 1st

(You will have to manually change your maximum hit points in your character sheet)

Armor: light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: Cook's utensils
Saving Throws: Strength, Constitution
Skills: Choose three from Athletics, Intimidation, Persuasion, Insight, Perception, Stealth and Nature

(You will have to manually change your proficiency in saving throws and skills)

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) 2 simple weapons or (b) 1 martial weapon
  • (a) scale mail or (b) leather armor
  • (a) An Explorer's pack or (b) A Dungeoneer's pack
  • A Sack and Cook's Utensils

If you are using starting wealth, you have 4d4 X 10 gold pieces in funds.   

Table: The Fist of The North Pole

Level Proficiency
Bonus
Features COAL
1st +2 Delivering COAL, Northern Fortitude, Naughty List 1d4
2nd +2 Cookies 1d4
3rd +2 Santa Path 1d4
4th +2 Ability Score Improvement 2d4
5th +3 Down The Chimney, Rudolf 2d4
6th +3 Santa Path feature 2d4
7th +3 Christmas Gifts 3d4
8th +3 Ability Score Improvement 3d4
9th +4 First Star 3d4
10th +4 Down The Chimney improvement, Rudolf improvement, Cookies improvement 4d4
11th +4 Santa Path feature 4d4
12th +4 Ability Score Improvement 4d4
13th +5 COAL Burns 5d4
14th +5 Creator of Joy 5d4
15th +5 Northen Pole 5d4
16th +5 Ability Score Improvement 6d4
17th +6 Santa Path feature 6d4
18th +6 Powerful COAL 6d4
19th +6 Ability Score Improvement 7d4
20th +6 Living Saint

7d4

 

Multiclassing

Prerequisites. To qualify for multiclassing into the Fist of The North Pole class, you must meet these prerequisites: Strength 13, Constitution 13

Proficiencies. When you multiclass into the Fist of The North Pole class, you gain the following proficiencies: simple weapons, cook's utensils, one chosen skill from the class' skill list

(You will have to manually change your proficiency in chosen skill)

Class Features (1st through 5th Level)

Delivering COAL

Old Saint Nick wishes to bestow COAL upon his enem-... upon those on his Naughty List. Your attacks channel the power of Christmas itself into your opponent, making them feel as if they just received a lump of Frozen Coal on Christmas Morning. Beginning at 1st level, once per turn, when you hit an enemy with melee attack you can deal additional cold damage equal to 1d4. If a creature takes this cold damage, it cannot take the dash or disengage action until the end of its next turn, as great chills bind it.

The amount of the extra damage increases as you gain levels in this class, as shown in the COAL column of the Fist of The North Pole table.

Northern Fortitude

Chill is just a part of you. Starting as 1st level, you naturally acclimate to extremely cold climates. Additionally, you gain resistance to cold damage.

(You will have to manually add resistance to cold damage to your character sheet)

Naughty List

This goes without saying. Starting at 1st level you can cast the Detect Evil and Goodspell, ignoring material components, a number of times equal to your Constitution modifier. You regain all expended uses when you finish a long rest.

Cookies

You like sweets, but who does not? Starting at 2nd level you can use your cook's utensils to make delicious cookies out of ordinary ingredients like eggs, flour, love, milk and sugar. As a part of the long rest, you can make a number of cookies equal to your proficiency modifier, and any unconsumed cookies you made spoil when you make the new batch. You can use your bonus action to eat a cookie or force-feed another willing or unconscious creature. Creature eating a cookie regains 2d4 + your proficiency bonus in hit points.

Other creatures can also use their bonus action to eat a cookie or force-feed another willing or unconscious creature, provided they received those cookies from you.

At 10th level, you can prepare cookies as a part of short or long rest.

Santa Path

At 3rd level, you choose an archetype that you better impersonate, choosing from Christmas Spirit and Winter Father, both will be described later. Your archetype choice grants you features at 3rd level and then again at 6th, 11th, and 17th level.

Down The Chimney

Your ability to defy the laws of geometry grows. At 5th level, you can move through a hostile creature’s space regardless of it's size and can squeeze through passages as narrow as 8 inches wide, both vertical or horizontal.

At 10th level you gain resistance to falling damage.

(You will have to manually keep up with this)

Rudolf

Starting at 5th level you can cast the Find Steedspell, however you may only summon an Elk. When you use this feature, you cannot use it again until you finish a long rest.

At 10th level you can summon a Giant Elk instead.

(Due to bugs and frustrating tools, you have to select every option in this feature to get it to work)

Cookies

You like sweets, but who does not? Starting at 2nd level you can use your cook's utensils to make delicious cookies out of ordinary ingredients like eggs, flour, love, milk and sugar. As a part of the long rest, you can make a number of cookies equal to your proficiency modifier, and any unconsumed cookies you made spoil when you make the new batch. You can use your bonus action to eat a cookie or force-feed another willing or unconscious creature. Creature eating a cookie regains 2d4 + your proficiency bonus hit points.

Other creatures can also use their bonus action to eat a cookie or force-feed someone and regain hit points, provided they received those cookies from you.

At 10th level, you can prepare cookies as part of short or long rest.

Delivering COAL

Once per turn, when you hit an enemy with melee attack you can deal additional cold damage equal to 1d4. If a creature takes this cold damage, it cannot take the dash or disengage action until the end of its next turn, as great chills bind it.

The amount of the extra damage increases as you gain levels in this class, as shown in the COAL column of the Fist of The North Pole table.

Down The Chimney

At 5th level, you can move through a hostile creature’s space regardless of it's size and can squeeze through passages as narrow as 8 inches wide, both vertical or horizontal.

At 10th level you gain resistance to falling damage.

Naughty List

you can cast Detect Evil and Good spell, requiring no components a number of times equal to your Constitution modifier. You regain all expended uses when you finish a long rest.

Northern Fortitude

You naturally acclimate to extremely cold climates. Additionally, you gain resistance to cold damage.

Rudolf

Starting at 5st level you can cast Find steed spell, summoning only elk. When you use this feature, you cannot use it again until you finish a long rest.

At 10th level you can summon giant elk instead.

Santa Path

At 3rd level, you choose an archetype that you better impersonate, choosing from Christmas Spirit and Winter Father, both described at the end of this class' description. Your archetype choice grants you features at 3rd level and then again at 6th, 11th, and 17th level.

Some Santas embrace the cold ice, that their predecessor wielded, focusing on martial prowess. Others hail to his legendary benignant character, spreading goodness wherever they go.

Christmas Spirit

You embody the spirit of Christmas, burn with desire to bestow gifts to others and watch them smile, stay to protect them and help carry the burden of their everyday lives.

Jolly

Starting at 3rd level, you gain advantage on Charisma skill checks, provided you are not in combat.

Hand-made Protectors

Starting at 6th level, you can make a number of totems equal to your proficiency modifier. Those totems resemble toys, and you can give them to any creature of your choice. When a friendly creature have this totem on them and take damage, you can use your reaction and roll COAL dice to reduce the damage this creature take by the amount rolled(you cannot reduce damage below 0), provided that creature is no further from you than 30 feet. You can use this feature a number of times equal to double your proficiency bonus, and you regain all spent uses when you finish a long rest.

Warm of Heart

Your ever-encompassing love takes form of small, incorporeal creatures with pointy hats, that follow you wherever you go, and protect whoever you choose. Starting at 11th level, each creature that received your totem from Hand-made Protector feature gain the following benefits:

  • those creatures become naturally acclimated to extremely cold climates. Additionally, they gain resistance to cold damage.
  • Whenever you or any of those creatures use your cookies to heal themselves, you and every other creature affected by this feature regains the same amount of hit points as well.

Ho ho ho!

Starting at 17th level, as a part of summoning your Elk or Giant Elk with your Rudolf feature, you can materialize great, wooden sleigh. This construction has 100 hit points, resistance to all damage, AC of 18 and can fit up to 6 medium creatures. Your elk can pull this sleigh effortlessly, provided no more than 2000 pounds are loaded on them. Your elk also gain flying speed equal to double its walking speed.


Winter Father

You are the embodiment of howling winds of Antarctica, resilient like an iceberg and ready to stand against anything in your path like a force of nature you are.

Frost Aura

Starting at 3rd level, you emanate a chill, magical aura that extends 10 feet from you in every direction, but not through total cover. You can use your bonus action to stop or start its effects. Every hostile creature that enters your aura or starts its turn there takes 2 cold damage each. The damage increases when you reach certain levels in this class, increasing to 3 at 5th level, 4 at 10th level, 5 at 15th level, and 6 at 20th level.

Icy Skin

A mass of white ice covers your body, protecting and cooling you down. Starting at 6th level, you gain resistance to fire damage, and your AC increases by 1 when you are not wearing heavy armor.

Breath of Frost

A raging storm settled in your lungs, waiting to be unleashed. Starting at 11th level, you can cast Cone of Cold spell, ignoring material components. Constitution is your spellcasting ability for this spell. When you use this feature, you cannot do so again until you finish a long rest.

At 15th level, you can use this feature twice between long rests.

Song of Ice and COAL

Your body like unstoppable ice berg, your eyes like embers, your strength knows no bounds. Starting at 17th level, when dealing fire and ice damage, you ignore resistance to those damage types. Your aura increases in size to 30 feet and when you deal cold damage to a creature, its speed is reduced by 30 feet(to a minimum of 0 feet) until the end of its next turn.

 

 

 

Christmas Spirit

You embody the spirit of Christmas, burn with desire to bestow gifts to others and watch them smile, stay to protect them and help carry the burden of their everyday lives.

Winter Father

 Frost Aura

Starting at 3rd level, you emanate a chill, magical aura that extends 10 feet from you in every direction, but not through total cover. You can use your bonus action to stop or start its effects. Every hostile creature that enters your aura or starts its turn there takes 2 cold damage each. The damage increases when you reach certain levels in this class, increasing to 3 at 5th level, 4 at 10th level, 5 at 15th level, and 6 at 20th level.

Icy Skin

A mass of white ice covers your body, protecting and cooling you down. Starting at 6th level, you gain resistance to fire damage, and your AC increases by 1.

Breath of Frost

A raging storm settled in your lungs, waiting to be unleashed. Starting at 11th level, you can cast Cone of Cold spell, requiring no components. Constitution is your spellcasting ability for this spell. When you use this feature, you cannot do so again until you finish a long rest.

At 15th level, you can use this feature twice between long rests.

Song of Ice and COAL

Your body like unstoppable ice berg, your eyes like embers, your strength knows no bounds. Starting at 17th level, when dealing fire and ice damage, you ignore resistance to those damage types. Your aura increases in size to 30 feet and when you deal cold damage to a creature, its speed is reduced by 30 feet(to a minimum of 0 feet) until the end of its next turn.

Class Features (6th through 9th Level)

Christmas Gifts

Starting at 7th level, your mystical connection to your battle prowess manifests in most peculiar way. You can create simple, harmless, mundane objects that could be described as toys. You can produce those toys from any closed container by just reaching your hand inside and thinking of a specific person, then the toy is produced in shape and working appealing to the subconscious desires of the person you though about. You can give this present to any creature, and if the creature is considered a child by the standards of it's race, then you gain bonus to the Charisma skill checks considering this creature equal to your Constitution modifier for the next year. You cannot use this ability for the same creature until one year had passed.

First Star

Starting at 9th level, a lonely star provides you with enough light to see the path you walk. You gain darkvision up to 60 feet while in dim light and total darkness, either mundane or magical.

(Due to bugs and frustrating tools you must choose all of these features as choices)

Christmas Gifts

Starting at 7th level, your mystical connection to your battle prowess manifests in most peculiar way. You can create simple, harmless, mundane objects that could be described as toys. You can produce those toys from any closed container by just reaching your hand inside and thinking of a specific person, then the toy is produced in shape and working appealing to the subconscious desires of the person you though about. You can give this present to any creature, and if the creature is considered a child by the standards of it's race, then you gain bonus to the Charisma skill checks considering this creature equal to your Constitution modifier for the next year. You cannot use this ability for the same creature until one year had passed.

First Star

Starting at 9th level, a lonely star provides you with enough light to see the path you walk. You gain darkvision up to 60 feet while in dim light and total darkness, either mundane or magical.

Class Features (10th through 13th Level)

COAL Burns

Not only a saddening feeling COAL can bring, it can also burn. Starting at 13th level, whenever you deal your COAL damage, you can swap the damage type to fire, and if a creature takes this fire damage it is blinded until the end of its next turn. Additionally you gain immunity to cold damage.

(You will have to manually change your resistance to cold to immunity in your character sheet)

Class Features (14th through 20th Level)

Creator of Joy

Your powers grow at a rapid rate. Starting at 14th level, you can cast the Fabricate spell without expending a spell slot.

Northen Pole

Your strength start to manifest on great scale. Starting at 15th level, when you are standing on a snow, as a bonus action you can teleport up to 60 feet to an unoccupied space you can see that is also covered in snow. You then have advantage on the first melee attack you make before the end of the turn.

Additionally, you can cast control weather spell once, and you regain the ability to do so after you finish a long rest. When you cast this spell you can change weather conditions regardless of the current conditions, provided you change them by increasing their stage. For example, you can change unbearable heat to arctic cold, but you cannot change rain, hail, or snow to light clouds.

Powerful COAL

Starting at 18th Level, your ability to use COAL is so great, it takes but a mere thought to activate. When you can see a creature within 30 feet of you take damage, you can use your reaction to add your COAL damage to the damage this creature takes. You can use this feature a number of times equal to your Constitution modifier, and regain all spent uses after you finish a long rest.

Living Saint

Starting at 20th level, you reach the peak of your ability, your soul projecting your sainthood around you. You are permanently under the effects of Resistance and Protection from Evil and Good spells, which cannot be dispelled.

Creator of Joy

Your powers grow at a rapid rate. Starting at 14th level, you can cast the Fabricate spell at will without expending a spell slot.

Living Saint

Starting at 20th level, you reach the peak of your ability, your soul projecting your sainthood around you. You are permanently under the effects of Resistance and Protection from Evil and Good spells, which cannot be dispelled.

Northen Pole

Your strength start to manifest on great scale. Starting at 15th level, when you are standing on snow, as a bonus action you can teleport up to 60 feet to an unoccupied space you can see that is also covered in snow. You then have advantage on the first melee attack you make before the end of the turn.

Additionally, you can cast control weather spell once, and you regain the ability to do so after you finish a long rest. When you cast this spell you can change weather conditions regardless of the current conditions, provided you change them by increasing their stage. For example, you can change unbearable heat to arctic cold, but you cannot change rain, hail, or snow to light clouds.

Powerful COAL

Starting at 18th Level, your ability to use COAL is so great, it takes but a mere thought to activate. When you can see a creature within 30 feet of you take damage, you can use your reaction to add your COAL damage to the damage this creature takes. You can use this feature a number of times equal to your [Tooltip Not Found] modifier, and regain all spent uses after you finish a long rest.

Full Class Fist Of The North Pole Image

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