Warlock
Base Class: Warlock

Your patron is an Archfey of darkness and frost, an evil or dark deity with power over the frozen void of darkness, or even a other worldly power or magic that permeates at fabric the space within the crystal sphere of the prime material plane. Such powers often have no physical form, have been shown to enact their will indirectly through numerous proxies and servants, with some of the most powerful being worshiped as deities unto themselves. The exact nature of "the Darkness", as some call such powers, is unclear. Several theories as to what it is have been proposed by various scholars. Some say these powers are both a physical and moral presence, evil made tangible, a storm of corruption. Some say it is an invading army of strange beings who were rejected for their sins, eager to claim the power of others as their own. Others say that some civilization feel the need take vengeance against their former gods for abandoning their people centuries prior and wanting to make their former gods feel their "pain", so they call out to any powers that will give them the vengeance they crave, be it truly just or hatred masked as justice. Some possible Patrons include The "Queen of Air and Darkness", an artifact of immense power and evil of unknown origin known as the "Black Diamond" or "Night Diamond", or even the likes of "Graz'zt" the dark prince.

Expanded Spell List

The pact of the Winnower 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.

Winnower Expanded Spells

Spell Level/Spell

1st / Frost Fingers, Magic Missile

2nd / Spike Growth, Snilloc's Snowball Swarm

3rd / Sleet Storm, Pulse Wave

4th / Ice Storm, Fire Shield

5th / Cone of Cold, Wall of Force

Bonus Cantrips

At 1st level, you learn the Ray of Frost and Sapping Sting cantrips. They count as warlock cantrips for you, but they don’t count against your number of cantrips known.

Wrath of Winter

Starting at 1st level, you gain the ability to channel the frozen energies of the darkness. As a bonus action, choose one creature you can see within 30 feet of you, when you hit that creature with an attack and roll damage against the creature, you can replace the damage type with cold damage, also that target becomes restrained for 1 minute. This effect ends early if the target dies, you die, you are incapacitated, or the creature succeeds a strength check DC equal to your spell save DC, the creature can attempt this at the end of each of it's turns. You can as an action let out a low level pulse of energy, dealing 1d8 thunder damage to all hostile creatures within a 30 foot radius centered on yourself, restrained creatures take an extra 1d8 thunder damage from this effect.

Power of Salvation

Starting at 6th level, your progress of controlling the powers of your patron allows you to serve as a conduit for it's energy. You have resistance to cold and necrotic damage, and when you cast a spell that deals cold, necrotic, or force damage, you can add your Charisma modifier to one cold, necrotic, or force damage roll of that spell against one of its targets.

Penumbral Blast

At 10th level, your power over stasis has grown, allowing you to freeze potentially multiple foes at once. As an action you can point 1 point within 30 feet of you that you can see, any enemy creature within in 10ft of the point must succeed on a dexterity saving throw, equal to your spell dc, or take 4d8 cold damage and are restrained, half as much on a success and are not restrained.

Stasis of Frost

Starting at 14th level, you can target 1 creature, the target must succeed on a Charisma saving throw (DC is equal to your spell save DC) or become magically trapped in a crystal of ice, which is immovable. If the saving throw succeeds, nothing else happens. A creature trapped in the crystal is stunned, has total cover against attacks and other effects outside the crystal, and takes 21 (6d6) cold damage at the start of each of its turns. The creature can repeat the saving throw at the end of each of its turns, freeing itself on a success. The creature is also freed if the crystal is destroyed, which is an object 1 size larger of than the creature trapped within it, with AC 18, 10 hit points, and vulnerable to all damage except cold damage, the creature trapped within also takes damage when the crystal takes damage, equal to the damage that the crystal took. The freed creature appears in an unoccupied space of its choice within 30 feet of the shattered crystal, if it dies when the crystal is destroyed, it's body is shattered under it's own weight and is destroyed beyond resurrection unless done via a wish spell.

This effect requires concentration, as if concentrating on a spell, the effect ends early if, you lose concentration, you die, or you are incapacitated.

Pact Of The Winnower Image

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