Warlock
Base Class: Warlock

You create a pact with an ice spirit after you almost get killed. this bond with the spirit keeps you alive and gives you both ice and necrotic spell casting capabilities. The spirit is mostly friendly, and will try to help you get back what you lost. but if you break the pact or betray the spirit, he will leave you leading to your death, or death to the thing that you were trying to keep. The spirit can also create a pact involuntarily, this happens when a person loses somebody and wishes for them to come back. if an ice spirit hears this, it will automatically create the pact with the person.

Level 3: ice spirit spells

Whenever you gain the ability to cast a certain level spell, you can prepare these spells listed below without expending prepared spell slots.

Level 3: Revived

At 3d level, you manifest an aspect of your patron’s dreadful power. As a bonus action, you transform for 1 minute. You gain the following benefits while transformed:

  • You gain temporary hit points equal to [roll]1d10[/roll]
  • Once during each of your turns, when you hit a creature with an attack, you can force it to make a Wisdom saving throw, and if the saving throw fails, the target is frightened of you until the end of your next turn.
  • You are immune to the frightened condition.

You can transform a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

The appearance of your Form of Dread reflects some aspect of your patron. Like how your clothes get some icy accents.

Level 6: Frost skinned

At 6th level, your body gets affected by the cold touch of the ice spirit. Your skin is now cold to the touch and maybe a little blue in tone. This effect makes you always feel cold and you gain resistance to all fire damage And you are immune to all cold damage. On top of that, you can't be petrified, incapacitated or restrained by ice. 

Due to your skin being so cold, whenever you touch a creature you can willingly inflict 1d6 cold damage, or when you are using your revived ability: 2d6. This can happen whenever you touch a creature, make an unarmed strike, or perform a melee attack.

Level 10: ice weapons

Once per day, you can imbue a weapon of your choice with the ice of the spirit. This gives the weapon an extra 2d10 + your warlock level of cold damage whenever you hit a creature with this weapon. Additionally, whenever this weapon leaves your hand and hits the ground, a burst of frost in a 15-foot sphere erupts out of the sword, all chosen targets within this sphere have to make a Constitution saving throw against your spell save DC. On a failed save, the target takes 2d12+ spell attack modifier of cold damage, or half that on a success.

Level 14: Iced spirit

At 14th level, your spirit can become untethered from your physical form. As an action, you can project your spirit from your body. The body you leave behind is unconscious and in a state of suspended animation. 

Your spirit resembles your mortal form in almost every way, replicating game statistics but not your possessions. Any damage or other effects that apply to your spirit or physical body affects the other. Your spirit can remain outside your body for up to 1 hour or until your concentration is broken (as if concentrating on a spell). When your projection ends, your spirit returns to your body or your body magically teleports to your spirit’s space (your choice).

While projecting your spirit, you gain the following benefits:

  • Your spirit and body gain resistance to bludgeoning, piercing, and slashing damage.
  • When you cast a spell of the conjuration or necromancy school, the spell doesn’t require verbal or somatic components or material components that lack a gold cost.
  • When you deal cold damage while in your spirit form, you deal an extra 1d6 of cold damage per spell level slot expended. Additionally, the target of the spell has to make a constitution saving throw or be encased in ice, giving it the petrified condition.
  • You have a flying speed equal to your walking speed and can hover. You can move through creatures and objects as if they were difficult terrain, but you take 1d10 force damage if you end your turn inside a creature or an object.
  • While you are using your Revived, once during each of your turns when you deal necrotic or cold damage to a creature, you regain hit points equal to half the amount of necrotic or cold damage dealt.

Once you use this feature, you can’t do so again until you finish a long rest.

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