Frozen One | Feat | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Frozen One

This is typically a powerful entity of winter, but prominent ice maidens, ice devils, and other creatures associated with the cold can also serve as patrons. Your patron seeks to immerse the world in eternal winter or bring about some similar fate. Though you might not share this goal, you have sworn fealty to this being, and you act as its agent to spread winter wherever you roam.

Expanded Spell List

The Frozen One 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 Create or Destroy WaterSnowy Coat
2nd Ice Hammer, Sculpt Snow
3rd Protective Ice, Sleet Storm
4th Ice Storm, Wintry Glide
5th Cone of Cold, Ice Fortress
   

Deflective Ice

Starting at 1st level, you can bring a small chunk of ice to your aid. As a reaction when a creature makes a weapon attack against you, the ice shields you from the attack. The creature has disadvantage on its attack roll. Regardless of the result of the attack, the ice melts away immediately afterward. Once you use this feature, you can’t use it again until you finish a short or long rest.
 

Frozen Path

Beginning at 6th level, as part of your move, you can leave a layer of ice on the ground along your path. This ice persists for 1 minute. A creature other than you that enters a space of ice must make a successful Dexterity saving throw against your spell save DC or fall prone in that space. Once you use this feature, you can’t use it again until you finish a short or long rest.
 

Icy Body

Beginning at 10th level, your skin takes on an icy sheen. You are immune to cold damage, and you have advantage on Strength and Dexterity checks you make to escape from being grappled.
 

Wintry Blast

Starting at 14th level, you can designate a creature you see within 60 feet of you. It must make a Constitution saving throw against your warlock spell save DC. On a failed save, the creature feels numbing cold emanating from your patron. The creature takes 10d10 cold damage and must make another Constitution saving throw. If the second saving throw is failed, the creature is also restrained for 1 minute. A creature restrained in this way repeats the saving throw at the end of each of its turns, ending the condition on a success. After using this feature, you must finish a short or long rest before using it again.
 

Pact Boons

At 3rd level, the Frozen One bestows a gift upon you for your loyal service. You gain one of the following features of your choice.
Pact of the Blade. Your pact weapon has a patina of ice, and small icicles dangle from it. When you create or summon your pact weapon, you can choose whether it deals its standard damage type or cold damage.
Pact of the Chain. When you conjure your familiar or change its form, you can choose the form of an ice mephit in addition to the usual options granted by the pact boon. When you use your action to command your mephit familiar to attack, it can use its breath or cast an innate spell instead.
Pact of the Tome. Your book is formed from rune-etched sheets of ice that are cold to the touch to everyone but you. The book is immune to cold damage.


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ColTigh128.

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