Otherworldly Patrons

At 1st level, a warlock gains the Otherworldly Patron feature. This is another option for that feature: Father Nightal.

Father Nightal

Your patron is father Nightal, a kind but stern being from the far north. Appearing as a tall and stocky humanoid with a massive beard, he's an imposing figure that evokes awe in all that see him.

Father Nightal is a staunch traditionalist that advocates respect for all and reverence for one's elders. He can see through any lies and always knows the heart of people, and just as he is a benefactor to the kind and goodly-hearted, his wrath against evil-doers is as harsh as the winter's cold. He is more active than most beings of his age, and has been known to travel the land in an impressive deep-red robe.

The father's followers are expected to reward kindness with generosity and respectlessness with at the very least a stern lecture. They work to perfect themselves as artisans, and travel the world to aid those who deserve it.

Expanded Spell List

The Archfey 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.

Nightal Expanded Spells

Spell Level Spells 1st detect evil and good, fog cloud 2nd pass without trace, warding wind † 3rd Leomund's tiny hut, sleet storm 4th freedom of movement, locate creature 5th animate objects, creation

Adept Craftsman

Beginning at 1st level, you have proficiency with artisan's tools (tinker's tools) and one other artisan's tool of your choice. Your proficiency bonus when using either of these proficiencies is doubled. In addition, you learn Gnomish.

Grand Sack

At 6th level, you are granted a gift from the father; a magical burlap sack that shrinks anything put into it. Any object put into it that is neither magical nor serves as a weapon (at the DM's discretion) is shrunk, halving it's size in every dimension and reducing its weight to 1/8th. The whole object must fit into into the sack before the object is shrunk.

Objects in the sack (whether shrunk or not) are never harmed by rain, snow or similar downpour, but the sack is neither airtight nor waterproof.

Should the sack be destroyed or irrevocably lost you may wish for a new one from father Nightal. You receive a replacement at the night of the midwinter solstice, though the father may grant it earlier if he deems it necessary.

Through Sleet and Snow

Upon reaching 10th level, you gain resistance to cold damage. In addition, you ignore difficult terrain caused by natural ice, snow and similar terrain, and natural downpour doesn't obscure your vision.

Sleigh of the North

At 14th level, you can call upon a fantastical phantom carriage. Appearing as a sleigh drawn by eight reindeer, up to six medium-sized creatures can fit in it. The reindeer use the statistics of a riding horse, except that they have a flying speed of 60 feet and can draw the carriage through the air.

If you're not in the sleigh it stands inactive, but as long as you are in it, the carriage acts on your initiative as a single creature and move according to your orders. It never takes actions or reactions.

When the phantom ends, it gradually fades, giving passangers one minute to dismount. The phantom carriage lasts for eight hours, or until you dismiss it as an action. In addition, if a reindeer or the carriage itself takes damage, it begins to fade as described above.

† The warding wind spell can be found in the Elemental Evil Player's Companion, page 23.

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