Warlock
Base Class: Warlock

After creating your pact, your eyes turn an icy blue and your skin becomes cold to the touch. You have a mental link to Errevon, who bids you perform escalating tasks in exchange for increasing control over ice and frost and an ascending rank among the suppliants to the Rimelord.

The Rimelord's Touch

Starting at 1st level, you gain resistance to cold damage, and once per turn each of your attacks or spells that deal cold damage deal an additional 1d4 damage and slow the creature by 10 ft until the start of your next turn. The additional damage dealt increases to 2d4 at 6th level, 3d4 at 10th level, and 4d4 at 14th level.

Step of the Rimelord

Starting at 6th level, you gain resistance to fire damage.

Additionally, you can channel your cold energies to take on the appearance of or meld  into ice, snow, or other frozen landscapes. As an action, you can become indistinguishable from part of a wintry landscape as long as you are not moving, which lasts for up to an hour or until you cast a spell or make an attack. Additionally, you no longer suffer a movement penalty from wintry difficult terrain, and you do not need to make a saving throw to move across icy surfaces.

You must finish a short or long rest before you can use this feature again.

Snowblind

Starting at 10th level, you gain the ability to emanate a temporary blizzard surrounding you. As an action, you conjure biting winds and heavy snow around you within a 10ft radius. When a creature starts their turn in this area, they must make a Constitution Saving Throw using your spellcasting DC, becoming blind for one minute and taking 6d4 damage on a failed save, or half as much and resisting the blindness on a successful one. You are immune to the blinding effect.

This area persists for 1 minute, and as a bonus action on your turn you can command it to move up to 15 feet in one direction. A strong wind (21 or more miles an hour) can disperse the blizzard, however every creature in the direction the wind is blowing must make a saving throw as though they began their turn in the area.

All non-magical flames within this area are immediately extinguished, and all water is immediately frozen.

You must finish a short or long rest before you can use this feature again.

The Rimelord's Prison

Starting at 14th level, you gain immunity to cold damage.

You also gain the ability to entrap a creature within the grasp of the Rimelord. As an action, you can choose one creature within 30 feet of you. It must make a Dexterity saving throw using your spellcasting DC, taking 6d4 cold damage on a failed save or half as much on a successful one. If the creature fails the save, it is entrapped within a 10ft wide cage of ice (AC 14, HP 40, vulnerable to fire damage) surrounding their person for one minute. While within this cage, the creature is considered restrained and must make a Constitution saving throw using your spellcasting DC at the start of each of their turns they are trapped within this cage, or be stunned and take 6d4 cold damage on a failed save, taking half as much damage and not being stunned successful one. They cannot see outside of it, and can only make attacks against the cage.

You must finish a short or long rest before you can use this feature again.

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