Base Class: Warlock
Intended for draconic bloodline sorcerer's hoping to multi-class or Dragonborns of certain ancestries, this patron is intended form those who are linked to very old and powerful dragons. For this reason, this patron can be flavored into any damage type, the stats of all traits altering to that type. Of course, as this is homebrew, the traits may also be altered by the DM and be denied outright.
Cold One's Crown
Starting at 1st level, you gain the ability to place a frost crown upon an enemy. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for one minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits;
- Any attack roll against the target is a critical hit on a 19 or 20 on the d20.
- The target becomes vulnerable to cold damage. If the target is immune it becomes resistant. If the target is resistant the damage becomes normal. If the target is already vulnerable, the affect does not take affect.
- When the target is killed, you regain hit points equal to your warlock level + charisma modifier.
This affect applies a physical, weightless crown made of translucent blue ice. This crown can be seen by any creature.
This feature cannot be used again until you finish a short or long rest.
Cold One's Grasp
Starting at 6th level, you are able to channel the cold depths of your patron's power to grasp onto very being of another creature. As a bonus action, choose a creature within 30 ft. of you. For the next minute, two cold hands appear on the shoulders of your chosen creature. The creature must make a wisdom saving throw, the DC of which is equal to your spell DC. On a save, the hands will dissipate in a cold flurry, dealing cold damage equal to your warlock level + your charisma modifier. If the creature fails, the creature is covered in splotches of ice and becomes charmed. The creature gains 2d6 temporary hit points, resistance to cold, and is under the control of the player until it is harmed by an ally, the magic is dispelled by a charm removal spell, or the player finishes a long rest, at which the creature gains 3 levels of exhaustion and becomes hostile.
The feature cannot be used again until the player finishes a long rest.
Cold One's Shield
Starting at 10th level, the frigidness of your patron flows throughout you, forming physical plating and spikes of ice on your form. When a creature attacks you, roll a d6. On a 4 or higher, damage is halved. If the creature is making a melee attack, it's speed is halved for the next turn as well. You additionally gain resistance to cold damage, or immunity if you are already resistant.
Cold One's Presence
Starting at 14th level, your patron's presence within you grows strong. When casting a spell that deals cold damage, a 19 or 20 on the d20 is a critical hit. Additionally, all allies within 10 ft. of you gain resistance to cold damage, along with you cold based spells dealing one additional damage die.
Previous Versions
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