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Whitefrost Pact


Hit Points

Hit Dice: d8 per Whitefrost Pact level
Hit Points at first Level: Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per warlock level after 1st
Hit Points at Higher Levels:

Proficiences

Armor: Light Armor
Weapons: Simple Weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Skills: Choose two from Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion

Class Features

Warlocks are seekers of the knowledge that lies hidden in the fabric of the multiverse. Through pacts made with mysterious beings of supernatural power, warlocks unlock magical effects both subtle and spectacular.   You must have a Charisma score of 13 or higher in order to multiclass in or out of this class.   The Warlock Level Proficiency Bonus Features Cantrips Known Spells Known Spell Slots Slot Level Invocations Known 1st +2 Otherworldly Patron, Pact Magic 2 2 1 1st - 2nd +2 Eldritch Invocations 2 3 2 1st 2 3rd +2 Pact Boon 2 4 2 2nd 2 4th +2 Ability Score Improvement 3 5 2 2nd 2 5th +3 3 6 2 3rd 3 6th +3 Otherworldly Patron feature 3 7 2 3rd 3 7th +3 3 8 2 4th 4 8th +3 Ability Score Improvement 3 9 2 4th 4 9th +4 3 10 2 5th 5 10th +4 Otherworldly Patron feature 4 10 2 5th 5 11th +4 Mystic Arcanum (6th level) 4 11 3 5th 5 12th +4 Ability Score Improvement 4 11 3 5th 6 13th +5 Mystic Arcanum (7th level) 4 12 3 5th 6 14th +5 Otherworldly Patron feature 4 12 3 5th 6 15th +5 Mystic Arcanum (8th level) 4 13 3 5th 7 16th +5 Ability Score Improvement 4 13 3 5th 7 17th +6 Mystic Arcanum (9th level) 4 14 4 5th 7 18th +6 4 14 4 5th 8 19th +6 Ability Score Improvement 4 15 4 5th 8 20th +6 Eldritch Master 4 15 4 5th 8 Class Features As a warlock, you gain the following class features.   Hit Points Hit Dice: 1d8 per warlock level Hit Points at 1st Level: 8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per warlock level after 1st   Proficiencies Armor: Light armor Weapons: Simple weapons Tools: None Saving Throws: Wisdom, Charisma Skills: Choose two from Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion   Equipment You start with the following equipment, in addition to the equipment granted by your background: • (a) a light crossbow and 20 bolts or (b) any simple weapon • (a) a component pouch or (b) an arcane focus • (a) a scholar's pack or (b) a dungeoneer's pack • Leather armor, any simple weapon, and two daggers   Otherworldly Patron At 1st level, you have struck a bargain with an otherworldly being of your choice: • Archfey • Celestial • Fiend • Great Old One • Hexblade • Kraken (UA) • Raven Queen (UA) • Seeker (UA) • Undying Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.   Pact Magic Your arcane research and the magic bestowed on you by your patron have given you facility with spells.   Cantrips You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warlock table.   Spell Slots The Warlock table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.   For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell Witch Bolt, you must spend one of those slots, and you cast it as a 3rd-level spell.   Spells Known of 1st Level and Higher At 1st level, you know two 1st-level spells of your choice from the warlock spell list.   The Spells Known column of the Warlock table shows when you learn more warlock spells of your choice of 1st level or higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level.   Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.   Spellcasting Ability Charisma is your spellcasting ability for your warlock spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.   Spell save DC = 8 + your proficiency bonus + your Charisma modifier   Spell attack modifier = your proficiency bonus + your Charisma modifier   Spellcasting Focus You can use an arcane focus as a spellcasting focus for your warlock spells.   Eldritch Invocations In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.   At 2nd level, you gain two eldritch invocations of your choice. When you gain certain warlock levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Warlock table.   Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.   A level prerequisite in an invocation refers to warlock level, not character level.   Pact Boon At 3rd level, your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.   • Pact of the Blade You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.   Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.   You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest.   You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can't affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.   • Pact of the Chain You learn the Find Familiar spell and can cast it as a ritual. The spell doesn't count against your number of spells known.   When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: imp, pseudodragon, quasit, or sprite.   Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to use its reaction to make one attack of its own.   • Pact of the Tome Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three cantrips from any class's spell list. While the book is on your person, you can cast those cantrips at will. They are considered warlock spells for you, and they needn't be from the same spell list. They don't count against your number of cantrips known.   If you lose your Book of Shadows, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous book. The book turns to ash when you die.   Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.   Mystic Arcanum At 11th level, your patron bestows upon you a magical secret called an arcanum. Choose one 6th-level spell from the warlock spell list as this arcanum.   You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.   At higher levels, you gain more warlock spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Mystic Arcanum when you finish a long rest.   Eldritch Master At 20th level, you can draw on your inner reserve of mystical power while entreating your patron to regain expended spell slots. You can spend 1 minute entreating your patron for aid to regain all your expended spell slots from your Pact Magic feature. Once you regain spell slots with this feature, you must finish a long rest before you can do so again.


Starting Equipment

You start with the following equipment, in addition to the equipment granted by your background: • (a) a light crossbow and 20 bolts or (b) any simple weapon • (a) a component pouch or (b) an arcane focus • (a) a scholar's pack or (b) a dungeoneer's pack • Leather armor, any simple weapon, and two daggers


Spellcasting

Cantrips • Blade Ward • Booming Blade • Chill Touch • Create Bonfire • Eldritch Blast • Friends • Frostbite • Green Flame Blade • Infestation • Lightning Lure • Mage Hand • Magic Stone • Minor Illusion • Poison Spray • Prestidigitation • Sword Burst • Thunderclap • Toll the Dead • True Strike   1st Level • Armor of Agathys • Arms of Hadar • Cause Fear • Charm Person • Comprehend Languages • Expeditious Retreat • Healing Elixir • Hellish Rebuke • Hex • Illusory Script • Protection from Evil and Good • Puppet • Sense Emotion • Unseen Servant • Witch Bolt   2nd Level • Cloud of Daggers • Crown of Madness • Darkness • Earthbind • Enthrall • Flock of Familiars • Hold Person • Invisibility • Mirror Image • Misty Step • Ray of Enfeeblement • Shatter • Spider Climb • Suggestion   3rd Level • Counterspell • Dispel Magic • Enemies Abound • Fear • Fly • Gaseous Form • Hunger of Hadar • Hypnotic Pattern • Magic Circle • Major Image • Remove Curse • Tongues • Vampiric Touch   4th Level • Banishment • Blight • Dimension Door • Elemental Bane • Galder's Speedy Courier • Hallucinatory Terrain   5th Level • Contact Other Plane • Dream • Hold Monster • Scrying   6th Level • Arcane Gate • Circle of Death • Conjure Fey • Create Undead • Eyebite • Flesh to Stone • Investiture of Flame • Investiture of Ice • Investiture of Stone • Investiture of Wind • Mass Suggestion • True Seeing   7th Level • Etherealness • Finger of Death • Forcecage • Plane Shift   8th Level • Demiplane • Dominate Monster • Feeblemind • Glibness • Power Word: Stun   9th Level • Astral Projection • Foresight • Imprisonment • Power Word: Kill • True Polymorph


Subclass Options

Expanded Spell List The Undying 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.   Undying Expanded Spells Spell Level Spells 1st False Life, Ray of Sickness 2nd Blindness/Deafness, Silence 3rd Feign Death, Speak with Dead 4th Aura of Life, Death Ward 5th Contagion, Legend Lore   Understanding the mortal limits.    Starting at 1st level, you learn the Spare the Dying cantrip, which counts as a warlock cantrip for you. You also have advantage on saving throws against any disease. Along with this, you also gain the use of Cure Wounds, however it can only be used once per day, recharged upon the rise of dawn. This cure wounds is done through Necromatic means, and as such unlike a normal cast, those that it is used on will feel the pain of bones moving, fixing, flesh growing and more, through a painful process, it is one that helps.    The Boon of that which cannot die   At 2nd level, you master the first in a series of arcane secrets uncovered by your extensive studies.   When you cast a spell with a spell slot and the spell deals acid, cold, fire, force, lightning, necrotic, radiant, or thunder damage, you can substitute that damage type with one other type from this list (you can change only one damage type per casting of a spell). You replace one energy type for another by altering the spell’s formula as you cast it.   You may substitute it for Cold or Necrotic to embody that of your Boons power.   Defy Death   Starting at 6th level, you can give yourself vitality when you cheat death or when you help someone else cheat it. You can regain hit points equal to 1d8 + your Constitution modifier (minimum of 1 hit point) when you succeed on a death saving throw or when you stabilize a creature with Spare the Dying.   Once you use this feature, you can't use it again until you finish a long rest.   Undying Nature   Beginning at 10th level, you can hold your breath indefinitely, and you don't require food, water, or sleep, although you still require rest to reduce exhaustion and still benefit from finishing short and long rests. You also have resistance to necrotic damage, and your hit point maximum can't be reduced. You have spent so much time dealing with the new magics that you hold, you have become better at dealing with their effects.    In addition, you age at a slower rate. For every 10 years that pass, your body ages only 1 year, and you are immune to being magically aged. At this point, you also have gained the knowledge now to place your soul into that of a phylactery if you wish.   Eternal Bond   At 14th level your connection to your patron has become that of a link like no other, serving them in your acts has granted you one of their greatest gifts. When dealing Necrotic or Cold Damage, you heal for the damage that you deal halved and rounded down, along with this, necrotic and cold spells use your charisma modifier as added damage bonus.    As well as this you can cast onto 6 targets within 60 feet of you, and let loose the cold winds of your patrons calling. With this, the targets need to make a DC 18 or your spell save DC whichever is higher, of become frozen, their movement speed is halved, and they become vulnerable to cold and necrotic damage.   If the targets are immune to these two features, they become resistant. If they are resistant they become normally effected. And if they are normally effected, they become vulnerable.   This effect lasts for 1 minutes AKA 10 Rounds.    If the target of the effects, is hit by a spell or is near a heat source, (AKA Fireball) the effect is removed.   
 


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ADHD Fueled Mess.

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