Warlock
Base Class: Warlock

Your pact is with an ancient entity that lies deep in the arctic regions of your world or hails from the frozen wastelands of the Frostfell. You may have bound yourself to a bheur hag grandmother, a powerful frost giant shaman, an ancient white dragon, or perhaps even an archomental from the Elemental Plane of Ice.

You serve as the eyes and ears of your patron, giving them a window into the world beyond their realm, and you can always feel their influence permeating deep within your being like the harsh cold of winter.

Expanded Spell List

The Frigid lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Frigid Expanded Spells
Spell Level Spells
1st frost fingers, ice knife
2nd gust of wind, Snilloc's snowball swarm
3rd sleet storm, slow
4th ice storm, storm sphere
5th commune with nature, cone of cold

Bonus Cantrips

At 1st level, you learn the ray of frost cantrip. It counts as a warlock cantrip for you, but it doesn't count against your number of cantrips known.

Piercing Cold

Starting at 1st level, you have the ability to make your foes especially susceptible to your patron's powers. You can use your action to choose a number of creatures within 30 feet of you that you can see equal to your Charisma modifier (minimum of 1). The chosen creatures are vulnerable to cold damage until the end of your next turn.

Gelid Form

At 6th level, your patron's power courses through your body, granting you additional abilities. You gain resistance to cold damage, and when a creature within 60 feet of you that you can see takes cold damage, you can use your reaction to deal cold damage to that creature and each creature of your choice within 5 feet of it that you can see. The cold damage equals your Charisma modifier (minimum of 1).

Deep Freeze

Starting at 10th level, you can cause a creature's temperature to plummet, inducing a rapid transformation into frigid ice. As an action, you can force a creature within 60 feet of you that you can see to make a Constitution saving throw. On a failed save, the creature begins to freeze for 1 minute. On a successful save, the creature isn't affected.

A freezing creature's speed is reduced by 10 feet and it has disadvantage on weapon attack rolls as its flesh begins to harden. A freezing creature must also make a Constitution saving throw at the end of each of its turns. If it fails its save three times, it is turned to ice and subjected to the petrified condition for the duration. If it successfully saves three times, it does not need to make anymore saving throws versus this effect. The successes and failures don't need to be consecutive; keep track of both until the target collects three of a kind.

If the creature is physically broken while petrified, it suffers from similar deformities if it reverts to its original state.

Once you use this feature, you can't use it again until you finish a long rest.

Glacial Burst

At 14th level, you can use your action to sheath yourself in a thick sheath of ice. You gain a number of temporary hit points equal to your level, and the sheath immediately explodes, sending razor sharp shards of ice flying in all directions. Each creature of your choice within 30 feet of you must make a Dexterity saving throw against your spell save DC. On a failed save, the creature takes 4d8 cold damage. On a successful save, it takes half as much damage.

Once you use this feature, you can't use it again until you finish a long rest.

Previous Versions

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9/29/2020 12:10:54 AM
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