The Cold-Hearted

In the deepest, cruelest nights of winter, only the hardest and most adaptable creatures survive: giants, winter wolves, white dragons, and other cold-hearted beings. As a result, the powers that rule over winter are often cold-hearted themselves--distant, cruel, and utterly devoid of kindness or love.
Others, like druids, serve the spirit of nature that connects all things--or, more particularly, the spirit of winter itself. Still a third clan fall behind otherworldly beings--far flung alien creatures that reach out and touch the world with the coldness of the dark void they hail from. As a result, warlocks of this patron are extremely variable in alignment and cause.

Expanded Spell List

1st-level Cold-Hearted feature
The Cold-Hearted 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.
Spell Level Spells
1st fog cloud, ice knife
2nd see invisibility, snilloc's snowball swarm
3rd sleet storm, slow
4th fire shield, ice storm
5th cone of cold, dominate person

 

Bonus Cantrip

1st-level Cold-Hearted feature
When you choose this patron at 1st level, you learn the frostbite and ray of frost cantrips and can cast them at will.
 

Curse of the Cold

1st-level Cold-Hearted feature
At 1st level, you learn to draw every bead of warmth from a creature, rendering it frail and lifeless. As an action, designate a creature within 30 feet of you. For 1 minute, the chosen creature suffers the following effects:  ● The creature’s movement speed is reduced by 10 feet.
● The creature has disadvantage on Dexterity checks and saving throws.
● Attacks made by you against the creature deal additional cold damage equal to your Charisma modifier.
Once you use this feature, you can’t use it again until you finish a short or long rest.

Icewalker

6th-level Cold-Hearted feature
At 6th level, your patron blesses you with ease when traversing cold terrain. You are unhindered by difficult terrain caused by snow, ice, and winter storms. Additionally, when you walk over bodies of water 2 feet deep or less, the water freezes solid in a 5-foot radius surrounding you. When walking over bodies of water more than 2 feet in depth, your footsteps create discs of ice, allowing you to pass over the water’s surface. These discs last for 1 minute, after which they melt back into mundane water. Other creatures can attempt to follow you across these discs by making a DC 15 Dexterity (Acrobatics) check. On a failed check, the creatures slip on the ice and fall into the surrounding water.
 

Winter Hide

10-level Cold-Hearted feature
At 10th level, winter has hardened you. You gain resistance to cold damage and fire damage. Additionally, you are immune to the harsh effects of extremely cold climates.
 

Boreal Touch

14th-level Cold-Hearted feature
At 14th level, you have mastered the art of delivering frigid curses onto creatures. If you deliver your Curse of the Cold feature by touch instead of from 30 feet away, you bring the target’s body down to hypothermic temperatures. In addition to being affected by the Curse of the Cold, the target must make a Constitution saving throw against your warlock spell save DC. On a failed save, the target takes 8d10 cold damage, and their movement speed is reduced by 20 feet for the duration of the curse. On a successful save, the target takes half as much damage and isn’t slowed, but is still affected by the curse.
Source: Book of Patrons

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