Warlock
Base Class: Warlock

This Ice Warlock can fit a few different patrons and themes. From an elemental power, the Arch Devil Levistus, the Fey Pale Prince or perhaps even an Abominable Yeti. A goliath outcast saved from starvation on the tundra by a mysterious elemental, a tiefling born with icy blue skin that is manipulated by the devil Levistus, a half-elf and the forsaken descendent of the Pale Prince. All of these are good examples of an Ice Warlock and their Patron.

Designed to fit multiple elemental themes the features of this subclass are not specific to any induvial ice themed deity/patron. Using ice to enhance their defense or the damage of their weapons and knowledge of an expanded list of icy spells. They gain defenses against cold damage and able to further use ice to protect them, they become attune to cold terrain and a master warlock of this patron can cover the battlefield in ice to giving them great mobility.

Expanded Spells

Your Ice Patron lets you choose from an extended spell list when choosing spells. The following spells are added to the Warlock spell list for you.

  • 1st Level. Fog Cloud, Ice Knife
  • 2nd. Gust of Wind, Snilloc's Snowball Swarm
  • 3rd. Sleet Storm, Wall of Water
  • 4th. Elemental Bane, Ice Storm
  • 5th. Cone of Cold, Conjure Elemental (air or water only)

Glacier Armaments

Starting at 1st level you power of the element of ice allows you to utilize it in combat. As a bonus action, you choose to cover your own body or a single weapon you wield with ice. If you choose your own body your Armor Class increases by +1, if you choose a weapon that weapon now deals an additional 1d4 Cold damage. Either effect last for 1 hour, you cannot use this feature again until finishing a short or long rest.

At 10th level this feature improves. When used on ones body they also gain Advantage on all Consultation saving throws. When used on a weapon that weapon the damage dice of the cold damage is now 1d6.

Frostborn

At 6th level you becoming further attuned to the cold of your patron and icy places in the world. You gain resistance to Cold damage. You are unaffected by difficulty terrain caused by water, ice or snow. When in a terrain of ice and snow you gain advantage on all Stealth and Perception checks.

Ice Armor

At 10th level your attunement to cold grows greatly. You become immune to Cold damage.

As an action you cover your body in ice armor. Your AC increases by +3 and you gain a number of Temporary Hit Points equal to twice your warlock level. Your AC increase remains along as the Temporary Hit Points remain, fading away on its own after 24 hours. When you take cold damage while the Frozen Armor is active you gain 5 Temporary Hit Points allowing to that AC bonus to last longer. You can only use this feature once, needing a short or long rest to use again.

Rime Master

At 14th level, your mastery over cold is boundless as you are able to leave an icy path in your wake. As a bonus action you active this feature, for the rest of your turn you leave behind an icy trail wherever you move. The trail covers the length of the distance your traveled and is 5 feet wide. Creatures of your choice that step on the trail must make a Dexterity saving throw against your Spell Save DC or take 1d6 Cold damage and be knocked prone. You can spend 5ft of moment to slide across the ice trail, expending no further movement you hop off the trail at any point of your choosing adjacent to it. While sliding on an ice trail you trigger no opportunities of attacks. The ice trails last for 3 turns before fading away, creature of Huge or larger size will be able to step over the trails and any creature can spend 10 feet of their movement to leap over them unaffected.

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