New Warlock Patron: Gelid, The Frozen City The hounds were stalking me again. I can't say I'm surprised - I've been seeing them more frequently the past few nights, though they're bolder now. They used to just skirt the edges of the streets and watch from afar, but now they're actively following me. Come to think on it, I feel like they're trying to herd me somewhere - they keep making themselves more pointedly known when I try to explore more of Gelid, and keep making me go down particular paths. I have no idea what they're trying to lead me to - if anything. The entire city is populated with people frozen in place and the wind and ice re-freezes them faster than you can chip them out. Maybe it's got something to do with the singing... yeah, that's a new thing it's started doing. I don't know if the isolation of the place is getting to me, but I swear I can hear a woman singing something. There's too much wind for me to make it out, but I can't just be hearing things. Part of me wonders if that's where the hounds are trying to herd me, but that'd be too much like an answer. Diary entry of Ithre Hraffn, kobold castellan of Gelid.

Gelid is an unusual Patron, in that it's a city. A frozen, ice and snow covered city, its people locked into place from a snap freeze, centuries of ice and wind eroding the very buildings, isolated from all worlds through some strange, arcane happenstance. It streets now coated with ice and snow, blasted by a constant wind that greedily sucks any and all warmth from those who walk it, its citizens frozen in statues scattered throughout the city, indoors and out, the gates that lead out of the city frozen shut and unmoving. Yet every so often, someone finds their way there, drawn to Gelid in their dreams. They hear whispers on the wind of promises of power, if only they can help Gelid. How Gelid needs their help is a secret as yet undiscovered, though that hasn't stopped the warlocks that find their way there from exploring and trying to figure it out. The city of Gelid has reached out to you, and granted you some modicum of power in return for searching its streets and cities, braving ice and isolation to find its truth - a truth that even the city itself seems to have forgotten. Expanded Spell List The Frozen City 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. Gelid's Expanded Spell List Spell Level Spells 1st Fog Cloud, Ice Knife 2nd Silence, Snilloc's Snowball Swarm 3rd Elemental Weapon, Slow 4th Ice Storm, Otiluke's Resilient Sphere 5th Antilife Shell, Cone of Cold Secrets of the Cold At 1st level, your exposure to the harsh conditions of Gelid have given you some practical experience in surviving the cold. You are immune to the effects of cold environments (including Gelid) and have advantage on all checks involved in surviving in cold environments and treating cold-related injuries (such as hypothermia or frostbite). If you take Pact of the Chain at 3rd level, these benefits extend to your familiar. Sleet Magic Also at 1st level, you gain some power from the coldness of Gelid. You learn the Frostbite and Ray of Frost cantrips - they count as warlock cantrips for you but don't count against your number of cantrips known. In addition, whenever you inflict cold damage on a target, add your Charisma modifier to the damage. You also add Armor of Agathys to your list of known spells, it doesn't count against your number of spells known, and once per short or long rest you can cast it without expending a spell slot at whatever level spell slots you have available (so a 5th level warlock could cast it once as a 3rd level spell without expending one of their 3rd level spell slots). You also gain additional temporary hit points from the spell equal to your Charisma modifier. If you know the Eldritch Blast cantrip, you can choose to deal cold or force damage when you cast it. Frosthound At 6th level the occasionally-seen dog creatures that prowl Gelid recognise your authority and will come to you if you call them. As an action, you can summon forth one of the frosthounds of Gelid to aid you. The summoned hound of Gelid uses the same statistics of a winter wolf (MM pg. 340-341), except it is unaligned. It gains temporary hit points equal to half your warlock level. You roll initiative for the hound, which has its own turns and obeys your verbal commands. It also adds your Charisma bonus to its attack and damage rolls. The hound remains in your service for one hour before returning to Gelid. You may summon a hound once, and can do so again when you finish a long rest. Heart of Ice At 10th level, the all-encompassing cold of Gelid has seeped into your very body, inuring you to the worst effects of both physical and mental cold. You gain resistance to cold damage and have advantage on saving throws against any spell, effect, or condition that would inflict disadvantage on any of your dice rolls. The harshness of Gelid's cold also aids your spells: any spells or cantrips you cast or effects you create ignore resistance to cold damage, and creatures that are normally immune to cold damage only have resistance to the cold damage you inflict. If you took Pact of the Chain at 3rd level, these benefits extend to your familiar.

Key to the City At 14th level you gain the ability to unlock the long-forgotten paths to Gelid, and can travel there yourself - or send others there. You may cast Plane Shift once without material components, but only to travel between Gelid and the Prime Material plane. You can cast this spell again after you finish a long rest. Additionally, if anyone else attempts to cast Plane Shift to get to Gelid with you, they don't need material components. If you use this ability to try and involuntarily send a target to Gelid, the target has disadvantage on the saving throw if they've taken any cold damage from you since the start of your last turn. Invocations of Gelid Avalanche Pre-requisite: 5th level

If you cast a spell that normally deals thunder damage, you can choose to have it deal cold damage instead. Black Ice Pre-requisite: 7th level

You can cast Grease at will without expending a spell slot or requiring material components. The spell manifests as a slick patch of ice rather than a churning layer of grease, but otherwise remains unchanged. Castellan's Eye You gain proficiency with the Investigation and Perception skills, as well as cartographer's tools. Citizen's Raiment Pre-requisite: 9th level

You can cast Gentle Repose at will, without expending a spell slot or material components. Corpses affected by this spell are coated in a thick, transparent layer of ice. Coat of Creeping Ice Pre-requisite: 5th level

When you have Armor of Agthys cast on yourself, you can use a bonus action to gain a number of temporary hit points equal to your Charisma modifier (minimum 1). If the environment you're in is below freezing, the temporary hit points you regain are doubled. These temporary hit points stack with the temporary hit points you gain from Armor of Agathys. You may use this invocation a number of times equal to your Charisma modifier (minimum once) and regain all expended uses after you finish a long rest. Cold Forged Steel Pre-requisite: Pact of the Blade

When you damage a creature with your pact weapon, you can choose to deal cold damage with your pact weapon instead of the usual type of damage. You do not use your Strength or Dexterity modifier to calculate damage when you use this invocation. Cold Survivalist You gain proficiency with the Medicine and Survival skills, as well as the herbalism kit. Curse of The Countess Pre-requisite: A spell or feature that curses, such as Hexblade's Curse or the Hex spell, 7th level

Whenever the target of your hex gains hit points, you gain half as many temporary hit points. If the target of your hex gains temporary hit points, they are transferred to you instead. Frostborn Companion Pre-requisite: Pact of the Chain

When your familiar damages a creature, it can choose to deal cold damage instead of its usual type of damage. It adds your Charisma modifier to the damage instead of its usual ability modifier. Frozen Seal Pre-requisite: 9th level

You can cast Arcane Lock at will, without expending a spell slot. If the environment you are casting this spell in is below freezing, you do not need material components. Gelid Metamagic Pre-requisite: Pact of the Tome

You can choose to deal cold damage with any cantrip you have access to from your Book of Shadows. Huntmaster Pre-requisite: 11th level

You gain proficiency with the Animal Handling and Survival skills, and when you use your Frosthound ability you summon two frosthounds instead of one. Icepick If you are subject to an effect that lowers your movement speed or reduces it to zero, you can end it as an action. Isolation Pre-requisite: 9th level

You may cast Enemies Abound once, expending a warlock spell slot. You can do this again after you finish a long rest. Paralysing Cold Pre-requisite: 15th level

You can cast Hold Monster once without expending a spell slot or material components. You must finish a long rest before you can use this Invocation again. Relentless Cold When you inflict cold damage, you re-roll all rolls of 1. You must keep the new roll, even if it's another 1. Snowfeet Your ignore the effects of difficult terrain caused or created by snow or ice. Snowsight You ignore the visibility reducing effects of weather conditions that make areas lightly or heavily obscured, including spells or other magical effects that cause these conditions (such as Fog Cloud).

Walk Into the Blizzard Whenever you are lightly or heavily obscured by a natural (i.e. not magically created) weather effect, you can cast Invisibility without expending a spell slot. If you cast Invisibility this way, the spell ends when you leave the weather effect providing the obscurity. You can do this again after you finish a short or long rest. Artefacts of Gelid Cold Fire Uncommon

This flask is filled with a viscous blue liquid and is deeply cold to the touch. It works the same way as alchemical fire, but it deals cold damage instead of fire damage. Frostward Blanket Uncommon

This thick, heavy blanket is made of wool and exceptionally warm. Any creature sleeping under this blanket is immune to cold damage, the effects of cold environments, and will get a full long rest of sleep unless physically awoken by another creature. If they do get a full night's rest, they make their first save against exhaustion for the day with advantage. Hammer of Draining Rare

This +1 light hammer is heavier than usual, and almost constantly coated with ice. When you successfully attack with this hammer, you inflict 1d6 additional cold damage and the target must make a DC 15 Constitution saving throw or gain a level of exhaustion. Icicle Dagger Rare

These daggers are rough and jagged, with an odd sheen that makes them look like they were carved from discoloured ice. This +1 dagger deals an additional 1d4 cold damage on a successful hit. On a critical hit, the target's speed is halved until the end of their next turn. Iron Tear Pendant Very Rare, requires attunement by a warlock of Gelid

On very rare occasions, a castellan will find themselves secretly bestowed these pendants - a single iron tear captured on a mithral chain. Even though the pendant is deathly cold it causes the castellan no pain when worn. They also sing almost imperceptibly, in a voice that any castellan will recognise as that of the Countess Gelid. When the wearer is struck by cold damage while they have Armor of Agathys cast on themselves, the damage is converted to temporary hit points and absorbed into the spell. The wearer gains advantage on Constitution saving throws. Finally, the wearer can use their action to release the fragment of the Countess's voice into the world. All creatures within 60 feet of the wearer must make a Charisma saving throw; if they fail, they have disadvantage on all attack rolls, ability checks, and saving throws until they complete a long rest. The pendant regains the ability to do this after a week has passed or the bearer returns from Gelid, whichever is sooner.





Jagged Ice Pouch Uncommon

This small sack fits in the palm of a humanoid hand and is constantly dripping wet at the very bottom. Reaching into the bag produces a handful of sharp, jagged pieces of ice - the person doing so immediately takes 1 point of piercing damage and 1 point of cold damage. When the pouch is hurled in an area it explodes, covering a 20 foot radius area with jagged ice crystals. The entire area is treated as difficult terrain, and creatures passing through or starting their turn in the area must make a DC 13 Dexterity save or take 1d4 piercing damage and 1d4 cold damage for every 5 feet of movement taken. The jagged ice lasts for 1 minute before melting. Traits of the Castellans of Gelid Roll Trait 1 You constantly feel cold, no matter how much you wear 2 If there's a fire, you try to get as close to it as possible 3 You enjoy being alone, and find it comforting at times 4 Sometimes you forget to move if you're concentrating on something 5 You like to make sure everybody is warm and comfortable 6 Sometimes you hum snatches of music under your breath 7 You build nests and will hog all the blankets 8 Your skin is ice cold 9 Sometimes you will spend hours just standing out in the cold 10 You sometimes feel sad or despondent for no apparent reason

Chilling Out In Gelid Day I don't fucking know how many anymore. If I ever see that fucking kobold again I'm going to fucking kill him. That bastard sent me here and I haven't been able to find a way out. I'm holed up in what's left of someone's house - there's not much left to burn except for the occasional wolf corpse I kill. It's horizontal snow outside again, and even over the howling wind I can still hear that fucking singing. This place is a shithole, and I'm probably going to freeze to death. So, if you're reading this, I'm probably dead. Fuck your life for getting sent here, because you're probably going to die too. And if you're that fucking kobold I hope this place torments you forever you little shit. Final entry in a diary found next to a frozen citizen of Gelid.



Gelid is a distant, cold, and inherently isolating place. There are no known roads to Gelid, no known reason for its complete isolation from anything and everything, and for many people no reason to go there except to die. Very few people even know the place exists. To warlocks in its service, however, it is an endless source of curiosity, an enigma beseeching them to be solved despite its hostility. Something happened here to make Gelid the way it is, and the warlcoks who draw power from it are determined to figure out what happened, why it happened, and how to reverse it so Gelid can be freed from its frozen prison. The Quick Tour Gelid is a massive city, enclosed entirely within great walls of cold steel and stone, the gates that may have once led outside now forzen shut with centuries of unrelenting ice and snow. Anyone who manages to climb ther walls only sees an endless vista of plain, featureless white, and those who have cleared the walls to walk it have vanished into the infinite plain of snow, never to be seen again. Most of the buildings are intact, though some of the taller ones have sustained wind damage from the occasional gale that blasts through the city, and some places have had their roofs damaged by hail or collapsed from the sheer weight of ice and snow piling on top of it. Anywhere exposed to the outside will have snow or ice coating it, so there are some houses that are just completely frozen in, while others see it creeping through like an unwanted guest. Despite the weather, the city is still largely intact - though how it gest repaired is still more of a mystery. There are people in Gelid, though all of them are snap frozen in place, creating strange tableaux throughout the city - the main market is particularly full of people frozen in place, apparently going freely about their business before being instantly encased in ice. All efforts to free citizens have failed - either the ice reformed faster than it could be melted or chipped away, or it melted to reveal a long-dead corpse, its secrets gone with it. Towering over everything, in the very centre of Gelid, is The Winter Palace. Its gates are sealed shut and guarded voraciously by the hounds of Gelid, strange wolf-like creatures that call the relentless cold of Gelid home. Beyond the gates stands an edifice of pure white stone, steel, ice, and snow. Occasionally a single figure is visible, standing at the very top of the highest tower in the palace. Known only as The Countess, this figure is difficult to make out even in the clearest of conditions, and will sometimes sing to the realm below. No matter the conditions, she can be heard at the same volume throughout the city - even through the worst hailstorm you could ever hope to hear, her voice carries through as relentlessly as the snow that calls this place home. Pleasant as the voice is, there's always a nebulous sadness attached to it as well, that tends to burrow into the mind and inflict its sadness on the listener. The Unforgettable Climate Gelid is bone-chillingly cold at all times, the climate hungrily sucking any and all warmth it can get from you. Even in the stillest, brightest, clearest (for Gelid) weather, the cold is omnipresent and utterly, mercilessly relentless. Creatures in Gelid automatically take 1d10 cold damage every hour unless they spend the entire hour exposed to warmth (be it from a bonfire or from huddling together for warmth). Castellans of Gelid are immune to cold damage inflicted by Gelid's climate. Every 6 hours that a creature is in Gelid, they must also make a DC 14 Constitution save or suffer one level of exhaustion. If you spend the entire time period exposed to warmth you don't need to make the save. Creatures that are resistant to cold damage make these saves with advantage. Castellans of Gelid automatically succeed on this saving throw. It's not clear all the time in Gelid. On arrival, the GM rolls a d8 and consults the table on the next page for the weather, which persists until the party takes a long rest (at which point the GM rolls again). Weather changes are abrupt and difficult to predict, even for the castellans. The Charming Locals The Citizens Scattered throughout Gelid are people frozen in place, their bodies encased in several inches of clear ice. They're always arranged in some sort of tableaux of daily life, as though they'd been going about their daily business before being suddenly frozen in place. The ice reforms almost immediately if anyone tries to chip or melt it, and those that are released are invariably long-dead corpses. Repeat visitors quickly notice that citizens aren't always in the same place every time; sometimes they will be frozen in place doing things appropriate to the weather (like having dinner at home during a foggy day) and other times apparently pay the weather no mind (like still holding a bustling market day in driving hail). Citizens can see the area in front of them as well as any member of their race would normally, but are otherwise considered deaf and incapacitated.