Base Class: Warlock
The Court consist of all the aspects of winter and the cold from the mightly North Wind to humble Frosty the Snowman and through their cooperation their powers are amplified. Even more so if they form a pact with a mortal to be the courts enforcer on the earthly plane to inact they're will. Think about how you obtained this patron, were you a bullied child from the north who was approached by a kindly snowman, or were you lost in a violent snow storm and apon reaching the center of the storm you were welcomed by the massive cloudly face of the North Wind it self wanting exchange your saftey for you services.
Icy Veins (The cold doesn't bother me anyway)
A blessing to some and curse to others given by your contract with the Winter Court you no longer feel cold in even the most fridgit of weather. Also when making attacks with cold magic or strikes your quarry is slowed.
Frosty Resilience
Melee attacks with an icy after taste no longer affect you.
Fridgit Contempt
At 6th level The Court allows you the privilege of holding your foes in icy contempt after attacking them with a spell they are stunned until the end of their next turn. This can only be done once per short or long rest.
Tundra Border
Starting at 10th Level the area 5ft around you is covered in a slick sheet of ice causing that area to become difficult terrain for all creatures expect you, when you move this effect follows you. As a reaction any creature attempting to leave or enter the 5ft radius most make a Dexerity saving throw agianst your warlock spell save DC, on a fail the creature is frozen until the end of its next turn. On a succses the creature moves freely. Once the ice hardens the border disappears until the start of your next turn this feature can be used a number of time equal to your Charisma modifier before the border disappears completely and it reappears after you take a short or long rest.
Ice Tomb
As a reaction at 14th level at any time you can cover yourself or another creature with in 5ft in ice encasing you or that creature completely. If you cover yourself it is a protective coat of ice that makes you immune to damage yet unable to make any actions, move or speak. This can be ended using a bonus action at the begining of your next turn other than that the effect last for a number of rounds up to or equal to your Charisma modifier. If you target another creature with this feature they are also encased in a damage immune coat of ice and can not make any actions, move or speak. You can end this effect by using a bonus action or the target can make a Strength save against your Warlock spell save DC and break out of the ice. Once used you cannot use this feature again until you make a short or long rest.
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