Otherworldy Patron:The Icebringer

Feared and loved alike, the bringers of Ice, Snow and Winter are beings that exist at the same time in the material and the elemental plane. It is said, that these beings, are either the bringer of the beautiful Winter with its smooth snow or bringer of cold death and deathly ice. The goals of Icebringers are different from each other, some of the nicer ones, gift powers to mortal so that they can defend the world against beings from other planes while some of the malicious make pacts with lowly mortals and give them powers, so that they can help them with their goals. Beings of this sort include, Jack Frost; The Snowqueen, The Yuki-Onna and Krampus

Expanded Spell List

The Icebringer 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.

Icebringer Expanded Spells

Spell Level Spells 1st Ice Knife, Create or destroy Water 2nd Snilloc´s Snowball Swarm, Shatter 3rd Sleet Storm, Protection from Energy 4th Ice Storm, Conjure minor Elementals 5th Cone of Cold, Conjure Elemental

Harbringer of Winter

Starting at 1st Level, your patron bestows upon you the ability to create Ice and Snow. As an Action, you freeze the Ground in a 10 feet radius, originating from you. All Creatures, except you, have disadvantage on Attack rolls and dexterity saving throws while they are on the frozen Ground. The frozen Ground melts when you are longer than 1 minute more than 5 feet away from it.

At 11th Level, the range of the frozen ground increases to 15 feet and at 17th Level, the range increases to 20 feet.

After you use this feature you can´t do so again until you finish a short or long rest.

Ice spikes

Starting at 6th Level, you learned to create spikes of ice to attack your foes. When you hit a Creature with a spell attack or weapon attack, you can use a Bonus Action to create an spike of ice to impale the creature. The Creature must make a Dexterity saving throw against your warlock spell save DC. On a failed save, it takes 3d6 Cold Damage and is Restrained until the start of your next turn. On a successful save, it takes only half the Damage and is not restrained.

Once you use this Feature, you can´t do so again until you finish a short or long rest.

Icy Aura

Beginning at 10th level, your Body is used to the Cold and emits an Icy aura. You gain resistance to cold damage and Non-Magic Bludgeong and Piercing Damage.

Absolute Zero

Starting at 14th level, you can use your Action to unleash an ice Nova in a 30 feet sphere originating from you, causing Water in range to instantanly freeze. Each hostille Creature in this sphere must make a Constitution saving throw against your warlock spell save DC. On a failed save, a creature takes 6d8+your Charisma modifier cold damage and is petrified until your Net turn. On a successful save it takes only half the Damage and has it´s speed reduced for 1 minute by 10+ your Charisma modifier feet

Once you use this feature you can´t do so again until you finish a short rest.

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