You are a warlock who has made a pact with a noble and fierce silver dragon. Somehow, you have convinced the normally reclusive silver dragon to aid you in your journey, either through offering it a deal it couldn't refuse, asking for help dealing with a problem or something else.

Warlocks who have entered into this pact manifest it in a number of different ways, some who have churning and chaotic thoughts find that their thoughts are now crystal clear, while others will exibit a desire to interact with others more and help those who need it, and some will find that they now want to explore the uncharted frozen wilds for all it has to offer.

Expanded Spell List The Silver Dragon 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. Silver Dragon Expanded Spells Spell Level Spells 1st fog cloud, ice knife 2nd gust of wind, snilloc’s snowball swarm 3rd sleet storm, wind wall 4th ice storm, control water 5th cone of cold, control winds

Bonus Cantrip At 1st level, you learn the frostbite and gust cantrips. They count as warlock cantrips for you, but they don't count against your number of cantrips known.

Freezing Blast When you enter into this pact, you may choose to deal cold damage instead of force damage with the eldritch blast spell.

Chilling Winds At 1st level, through your pact, you gain the ability to create a vortex of chilling winds. As an action, you may create a 5 foot radius sphere of frost inducing wind on a point you can see within 60 feet of you for 1 minute or until you summon another chilling wind. Creatures that start their turn in these winds must make a Constitution saving throw versus your warlock spell save DC. On a failed save, they take 1d6 cold damage and their movement speed gets reduced by 10 feet until the end of their next turn. On a success, they take no damage and their movement speed does not get reduced. As a bonus action on each of your following turns after summing the Chilling Winds, you may move the winds up to 30 feet as long as they remain within 60 feet of you. The damage chilling winds does increases when you gain levels in this class, to 2d6 at 5th level, 3d6 at 11th level, and 4d6 at 17th level. You can create chilling winds a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Ice Shield At 6th level, when you would take damage from an attack, you may instead summon a thin layer of protective ice around your body as a reaction. The attacks damage then gets reduced by an amount equal to your warlock level + 1d6. Once you use this feature, you may not use it again until you finish a short or long rest.

Frost Attuned By 10th level, your skin itself seems to almost take on a glossy or silvery pattern. You gain resistance to cold damage.

Unfazed Movement At 10th level, moving through difficult terrain caused by wind costs you no extra movement.

Unyielding Frost At 14th level, as an action, you may create a layer of unbreakable frost on a creature you can see within 60 feet of you. Until the end of the creatures next turn, it is restrained. The target must make a Constitution saving throw versus your warlock spell save DC. On a failed save, they take 6d10 cold damage. On a success, they take half. Once you use this feature, you can not use it again until you finish a long rest.