Warlock
Base Class: Warlock

Never venturing far the tops of snow capped mountains, places where snow is never gone for long and few live without hardship and struggle or the top and bottom of the world were ice is all that the eyes can see these are some of the places that your patron call home.

Frozen Knight

At 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with medium armor and melee martial weapons with the two handed property. The influence of your patron also allows you to mystically channel your will through a particular weapon. Whenever you finish a long rest, you can touch one weapon that you are proficient with. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest. If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature, no matter the weapon’s type.

The Emperor’s Touch

At 1st level, when you hit with a melee weapon add your warlock level in cold damage.

Expanded Spell List

The Frozen Emperor 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.

Frozen Emperor Expanded Spells

SPELL LEVEL

SPELLS

1st

ice knife, absorb elements

2nd

snilloc's snowball swarm, warding wind

3rd

elemental weapon, sleet storm

4th

ice storm, confusion

5th

cone of cold, control winds

Ice Walk

At 6th level, you can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost extra moment.

The Emperor’s Blessing

At 6th level, as a bonus action you create a sheet of ice with a 40-foot radius centered on a point you choose within 10 ft. The ground in the area is covered with slick ice, making it difficult terrain. When a creature enters the spell’s area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failed save, it falls prone. This effect last for one minute.

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

Ice In Your Veins

At 10th level, you have resistance to cold damage and you age at a slower rate. For every 10 years that pass, your body ages only 1 year, and you are immune to being magically aged.

Ice Mirror

At 10th level, whenever a creature deals cold damage to you, that creature takes the same amount of cold damage that you do.

Garden of Ice

At 14th level, you are able create a frigid globe of cold energy to streak from your fingertips to a point of your choice within 100 ft, where it explodes in a 20-foot-radius sphere. Each creature within the area must make a Constitution saving throw against you spell DC. On a failed save, a creature takes 10d6 cold damage and is restrained for a minute. A trapped creature can use an action to make a Strength check against your spell DC to break free. On a successful save, it takes half as much damage and no other effect occurs.

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

Previous Versions

Name Date Modified Views Adds Version Actions
8/23/2018 7:00:47 PM
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