Base Class: Warlock
You are connected in some way to an entity of the cold. This could resemble a cult-like worship of a blizzard, an oath forged with a sentient ice entity, or being spontaneously created in a huge snowstorm. This gives you a great bond with nature in a few different ways, able to harness the frost, wind, and various other elements to your will. You could potentially take on a much more cold appearance, your fingers frostbitten or your eyes giving off a deep blue glow.
Blizzard Expanded Spells
Starting at 1st level, uou learn additional spells when you reach certain levels in this class, as shown on the Blizzard Expanded Spells table. Each of these spells counts as a warlock spell for you, but it doesn’t count against the number of warlock spells you know. You also learn the ray of frost cantrip, counting as a warlock spell but not against the number of warlock cantrips you know.
Blizzard Expanded Spells
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Warlock Level |
SPELLS |
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1st |
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3rd |
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5th |
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7th |
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9th |
Icy Wrath
At 1st level, harnessing the power of the blizzard, you can cause cold damage to slow enemies. When you deal cold damage to a creature, their movement speed is reduced by 10 feet until the start of their next turn. A creature that only takes half of the damage (through either succeeding a saving throw or being resistant to cold damage) has their movement speed reduced only by 5 feet instead.
Debilitating Aura
Beginning at 6th level, you can forge a bond with an ally to allow them to emit a cold aura. As a bonus action, you can choose an ally within 30 feet of you to begin to emit a 10 foot radius aura centered on themselves for up to 10 minutes. When using this feature, you can select up to 10 creatures within 60 feet of you that are immune to the effects of the aura. The aura is difficult terrain to all other creatures, and if a creature in the aura takes cold damage, it must make a Constitution saving throw (DC = 8 + your Charisma modifier + your proficiency bonus). On a failed save, the creature cannot take reactions until the end of its next turn. Moreover, on its next turn, it must choose whether it gets a move, an action, or a bonus action; it gets only one of the three.
You can use this feature once, and regain the ability to do so when you finish a short rest.
Master of Cold
Starting at 10th level, your skin hardens like ice, and you can further harness your cold abilities. When you deal cold damage, you ignore any resistances to the damage type. In addition, when you take cold, bludgeoning, piercing or slashing damage, you can use your reaction to become resistant to the damage type you are taking until the end of your next turn.
Cyclone of Chaos
After getting to 14th level, as an action, you can summon a blizzard in a concentrated area to destroy everything. Choose a point within 1000 feet of you that you can see. From that point, a 100 foot radius sphere of wind, sleet, snow and water barrages that area for 1 minute. Upon using this feature, you can choose up to 10 creatures you can see within 1000 feet of you to be immune to the blizzard's effects. While it rages, the sphere causes the following effects:
- Open flames in the area, magical or otherwise, are immediately blown out or dispelled.
- Any water in the area freezes completely, magical or otherwise, and shatters after 1 turn.
- The area is difficult terrain to walk, swim, fly and climb on. A climbing or flying creature in the area at the start of their turn must succeed a Strength saving throw (DC = 8 + your Charisma modifier + your Proficiency bonus) or fall down.
- The area is lightly obscured, and a 30 foot radius sphere in the area at the center is heavily obscured.
- Creatures that end their turn in the area take 6d6 cold damage.
You can use this feature once, and regain the ability to do so after a long rest.
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