The Icebound

You have made your pact with an entity that rules desolate tundras, ancient glaciers, and frozen mountain peaks, or even a portion of the Frostfell, the Quasi-Elemental Plane of Ice. The magic granted by your patron allows you to call upon the power of inhospitable places where the ice never melts and the frost expands to bury the frozen corpses of those foolish enough to brave its blizzards. Such beings — like Auril the Frostmaiden, the Ice Prince Cryonax, or legendary white dragons like Ingeloakastimizilian, better known as “Icingdeath” — seek to expand their arctic domains to freeze and rule the entirety of the planes they occupy, and will often recruit warlock minions to aid them in their conquest.

Level 3: Expanded Spell List

The magic of your patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Icebound Spells table, you thereafter always have the listed spells prepared.

 
Warlock LevelSpells
3rdFog Cloud, Ice Knife, Gust of Wind, Snilloc's Snowball Swarm
5thSleet Storm, Slow Spell
7thIce Storm, Otiluke's Resilient Sphere
9thCone of Cold, Control Winds
 

Level 3: Bonus Cantrips

You learn the Gust and Ray of Frost cantrips. They count as warlock spells for you, but they don’t count against your number of cantrips known. Choose another cantrip if these are already prepared.

Level 3: Decree of Frost

You can utter a chilling word to call upon your patron’s arctic power. As an action, choose a point you can see within 60 feet of you. You infuse the area in a 10-foot-radius sphere centered on the point with bitter cold. If this radius overlaps with a body of water or similar liquid, the surface freezes up to 1 foot thick, harmlessly shunting creatures that would intersect with this surface to the top of the ice. Each surface within the sphere becomes difficult terrain for each creature other than those you choose. If a creature suffers a critical hit or fails a Dexterity saving throw while affected by this difficult terrain, it slips and falls prone.

The sphere remains for 1 minute, after which any ice or frost created by this feature begins to naturally melt. Once you use this feature, you can’t use it again until you finish a short or long rest.

Level 6: Circle of Icicles

You deepen your connection to your patron, gaining resistance against cold damage and the ability to summon shards of frozen ice. As a bonus action, you can conjure a circle of icicles that point away from you and rotate menacingly around you. The number of icicles is equal to your proficiency bonus. The icicles remain for 1 minute, until they are all expended, or until you use a bonus action to dismiss them.

Once on each of your turns when you deal damage with an attack or spell, you can expend and launch a number of the icicles up to half your proficiency bonus at one creature that was dealt damage by the attack or spell. For each icicle, make a melee spell attack against the target. On a hit, the creature takes 1d12

cold damage.

Once you conjure icicles with this feature, you can’t do so again until you finish a short or long rest.

Level 10 : Aurora Cloak

When you become the target of an attack but before the attack roll is made, you can use your reaction to sheathe yourself in a cloak of dancing, magical lights. When you do, roll on the following table to determine the cloak’s effects.

Aurora Cloak
 

You can use this feature a number of times equal to half your proficiency bonus, and you regain all expended uses when you finish a short or long rest.

 

Level 14: Permafrost Prison

You can call upon your patron’s power to encase a creature in magical ice that will never naturally melt. As an action, you cause ice to erupt around a creature you can see within 60 feet of you and attempt to imprison it. The target must succeed on a Dexterity saving throw against your spell save DC or become restrained for 1 minute.

A creature restrained by this feature, or a creature within 5 feet of it that isn’t restrained, can use its action to attempt to free the restrained creature. It must make a Strength saving throw against your spell save DC. After three successful saving throws, the creature is freed. If the creature remains restrained by the ice for the full minute, the ice seals around its entire body, permanently paralyzing the creature and rendering it unable to breathe, eat, drink, or use any of its senses other than sight until the paralyzed condition ends on it.

Once you use this feature, you can’t use it again until you finish a short or long rest if the target succeeded on the initial saving throw; otherwise, you can’t use this feature again until you finish a long rest.

   


 

Comments

Please Login in order to comment!