Warlock
Base Class: Warlock

Your patron is a being of pure, bitter cold. Ice and snow exist in the very nature of such a being in a way those who dwell in warmth can never understand. Your patron might seek to immerse all that is in eternal winter, or it might simply dwell among the frigid ice. Perhaps you found yourself lost in such a place, and your patron delivered you from a frozen death, or perhaps you were simply raised in that creature's service. Either way, you are bound to the service of a creature of winter, set to carry out its mysterious design, unknowable to mortal beings.

Patrons such as yours are rare beings. Some archfey keep the beauty of a snow-covered landscape as part of their mystical souls. Other such patrons are archfiends, such as the demon lord Kostchtchie, that are driven to spread icy death across the multiverse. Most of them are elemental beings from the Paraelemental Plane of Ice, such as Cryonax, the Prince of Evil Ice, or other creatures from the depths of that plane that haven't yet made their presence known.

Expanded Spell List

The Frozen One 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 One Expanded Spells
Spell Level Spells

1st

create food and water, snowy coat

2nd

Boreas's breath, ice hammer

3rd

protective ice, sleet storm

4th

Ice storm, wintry glide

5th

cone of cold, ice fortress

Deflective Ice

Starting at 1st level, you can bring a small chunk of ice to your aid. As a reaction when a creature makes a weapon attack against you, the ice shields you from the attack. The creature has disadvantage on its attack roll. Regardless of the result of the attack, the ice melts away immediately afterward. Once you use this feature, you can't use it again until you finish a short or long rest.

Frozen Path

Starting at 6th level, as part of your move, you can leave a layer of ice on the ground along your path. This ice persists for 1 minute. A creature other than you that enters a space must make a successful Dexterity saving throw against your spell save DC of fall prone in that space. Once you use this feature, you can't use it again until you finish a short or long rest.

Icy Body

Beginning at 10th level, your skin takes on an icy sheen. You are immune to cold damage, and you have advantage on Strength and Dexterity checks you make to escape from being grappled.

Winter's Grasp

Starting at 14th level, you can designate a creature you see within 60 feet of you. It must make a Constitution saving throw against your warlock spell save DC. On a failed save, the creature feels numbing cold emanating from your patron. The creature takes 10d10 cold damage and must make another Constitution saving throw. If the second saving throw fails, the creature is also restrained for 1 minute. A creature restrained in this manner repeats the saving throw at the end of each of its turns, ending the condition on a success. After using this feature, you must finish a short or long rest.

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