Warlock
Base Class: Warlock

Your pact draws on the power of the Inner Plane of Ice, also known as Frostfell. When you choose this subclass, you might make a deal with an its inhabitants, gods like Skadi, Cryonax and winter-related deities. Whoever they are, your patron is one with extreme cold, and constant shifting ice and is ready to give you mastery over it. 

Expanded Spell list.

Level 1-Armor of Agathys

Level 3- Ice Knife, Warding wind

Level 5-Slow, Spirit Shroud

Level 7-Ice Storm, Fire Shield

Level 9-Cone of Cold, Hold Monster

Level 3: Touch by Frost

 

Warped in Ice: You learn the Armor of Agathys spell and can cast it once per short rest for free. The spell is always cast at the level of your highest available pact slot, and you gain twice the normal amount of temporary hit points when you cast it  with this feature or using a pact slot. (For example, with a 1st-level pact slot, you gain 10 temporary hit points instead of 5. With a 5th-level pact slot, you gain 50 temporary hit points instead of 25.)

Winter’s Sting: You can change the damage type of any cantrip to cold damage and can change the damage type of any melee weapon you wield to cold damage.

Cold Blooded: You gain resistance to cold damage.

Level 6: Master of Ice

 

  • Ice Mastery: You can change the damage type of any spell that deals elemental or necrotic damage to cold damage. You ignore cold resistance on all sources of cold damage you create or deal.
  • Ice Snap: A number of times per short rest equal to your proficiency bonus, when you deal cold damage to a creature, you can choose to hindered it by ice formations for 1 minute or until it or another creature within reach uses an action to break away the ice. A creature hindered by ice has its speed reduced to 0.
  • Ice Strike: When you make a melee attack with an iced weapon, you can replace one attack with a cantrip that requires you to brandish the weapon used in the spell’s casting (e.g., Green-Flame Blade, Booming Blade, or Vengeful Blade).

 

Level 10: Frostfell Curse

You gain the ability to cast Chilling Hex once per short rest.

Chilling Invocation: Choose one eldritch invocation that modifies a cantrip that you know. You can now modify any cantrip that deals cold damage naturally through the cantrip or through your Touch by Frost ability in the same way.

Chilling Hex: You hex a target with a bonus action. The hexed target takes 2d8 cold damage whenever you deal damage to it. The hexed target also emits a chilling aura, creating a 15-foot emanation around itself that reduces the movement speed of targets of your choice in the area by 10 feet. If your hexed target is killed while you have Armor of Agathys active, it restores up to 10 temporary hit points to your Armor of Agathys hit point pool, not exceeding the total hit points of the current spell. The hex can be moved to another target as a free action if the current target is killed or as a bonus action to move from a living target to another living target.

Casting Time         Duration        Requires             Range  
1 Bonus Action      8 Hours         Concentration   90ft

Level 14: Frostfell Master

If you enter combat without a use of Improved Chilling Hex you gain a use. You learn Improved Chilling Hex. While Armor of Agathys is up you can no longer lose concentration on any spell.

Chilling Invocation Mastery: Any eldritch invocation that modifies a cantrip that you know can now modify any cantrip that deals cold damage naturally through the cantrip or through your Touch by Frost ability in the same way.

Improved Chilling Hex: You hex a target with a bonus action. The hexed target takes 3d8 cold damage whenever you deal damage to it and turns cold immunity into resistance. The hexed target also emits a chilling aura, creating a 15-foot emanation around itself that reduces the movement speed of targets of your choice in the area by 10 feet. If your hexed target is killed while you have Armor of Agathys active, it restores up to 10 temporary hit points to your Armor of Agathys hit point pool and can now exceed the total hit points of the current spell by 50%. The hex can be moved to another target as a free action if the current target is killed or as a bonus action to move from a living target to another living target.

  • Additionally, you are surrounded by chilling whirling winds that produce the following effects within 15ft emanation around you.
      :
    • They deafen other creatures in the area.
    • They extinguish unprotected flames in the area that are torch-sized or smaller.
    • They hedge out vapor, gas, and fog that can be dispersed by strong wind.
    • The area is difficult terrain for creatures other than you and creatures of your choice.
    • Ranged weapon attack rolls have disadvantage if the attacks pass into or out of the wind.

 

Casting     Time      Duration    Requires             Range
1 Bonus     Action   8 Hours     Concentration   90ft

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