Warlock Patron - The Immemorial Glacier (5e Subclass)
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“ | There is a privacy about it which no other season gives you.... In spring, summer and fall people sort of have an open season on each other; only in the winter, in the country, can you have longer, quiet stretches when you can savor belonging to yourself. | ” |
—Ruth Stout |
The Immemorial Glacier is an Otherworldly Patron for the Warlock class.
Contents
The Immemorial Glacier[edit]
Expanded Spell List[edit]
The Immemorial Glacier Basic Expanded Spells
Warlock Level | Spells |
1st | 1st Level: Fog Cloud, Ice Knife (EE) |
3rd | 2nd Level: Spike Growth, Snilloc's Snowball Swarm (EE) |
5th | 3rd Level: Sleet Storm, Elemental Weapon (Cold only) |
7th | 4th Level: Ice Storm, Conjure Minor Elementals (Air and Water only) |
9th | 5th Level: Cone of Cold, Legend Lore |
The Immemorial Glacier Homebrew Expanded Spells
Warlock Level | Spells |
1st | 1st Level: Fog Cloud, Endure Elements |
3rd | 2nd Level: Spike Growth, Creeping Cold |
5th | 3rd Level: Sleet Storm, Boreal Wind |
7th | 4th Level: Ice Storm, Column of Ice |
9th | 5th Level: Cone of Cold, Heat Drain |
Child of Winter[edit]
Your movement and visibility are not impeded by harsh weather conditions, you are able to walk on ice as though it were a normal surface. However you are not immune to the damaging effects of weather conditions, snow is still cold, lightning CAN hurt if it hits you. As a reaction, when a creature targets you with a spell, attack, or ability, you can cause the area around you in a 10 foot radius to freeze rapidly turning it into slick, icy difficult terrain for 1 minute. When this ability is used, any creature standing within the 10 foot radius must succeed on a Dexterity saving throw or fall prone in the middle of their action. When a creature that enters the area for the first time during its turn or ends its turn there must succeed on a Dexterity saving throw or fall prone. You must finish a short or a long rest before you can use this ability again.
Winters Caress[edit]
As an action you can target yourself or a willing target within 30ft of you and encase the selected target in a thick, protective layer of ice. For the duration of this effect, the target is incapacitated. While encased, the target is immune to all damage and cannot be the target of, or subject to, the effects of spells, attacks, or other abilities. Any other ongoing effects are suspended until the creature is released. The target heals for an amount equal to 2d8 + your Charisma modifier at the start of each of its turns while in this cocoon, including the turn in which it is thawed. The creature thaws out as this ability ends at the beginning of its 3rd turn after this feature was used. The cocoon can be ended prematurely by destroying it with fire damage equal to your maximum hit points. You must finish a long rest before you can use this feature again.
Ice Barrier[edit]
You are resistant to cold damage. Additionally you gain the ability to harden your defenses against potentially felling blows. When you are hit by an attack or would receive fire damage, you may use your reaction to create a barrier of ice. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you become immune to fire and cold damage while this shield remains. Each time a creature within 5 feet of you damages you while this barrier is active, that creature must make a Constitution saving throw against your warlock spell save DC. On a failed save the creature takes cold damage equal to your warlock level and their movement speed becomes 0 and cannot go above 0 until the end of their next turn. On a successful save the creature takes ½ damage and does not suffer the restriction to movement speed. You must finish a short or long rest before you can use this feature again.
As the Frost[edit]
As a bonus action you cause your very essence to shift, with a crystalline tinkling, your body transforms into a figure of ice and cold. Your skin becomes brilliant blue and transparent, with glimpses of liquid beneath. Frost forms across your hands and arms, dripping down to form knife-like icicles. Your breath hisses white in the bitterly cold air surrounding you. Snow swirls about you as your presence freezes the air's moisture. Ice crystals spread from your footprints. All earth, stone, and water in the area is drained of heat. Earth, mud, and stone become permafrost and water freezes. The area within 90ft of you has its temperature dropped to -20F in a matter of seconds with only areas of extreme heat retaining their warmth. Creatures and attended objects are not immediately frozen by this effect. Allies and friendly creatures within 30ft of you gain resistance to both cold and fire damage. You deal an extra 1d12 cold damage when you damage an enemy with an attack or spell, this damage can be applied to a creature only once per turn. Enemies moving within 30ft of you are considered moving within difficult terrain. Any creature that dies within 90ft of you is frozen solid. This effect lasts for one minute or until you are reduced to 0 hit points or killed. The environmental effects require a normal amount of time to thaw based on the environment. You must finish a long rest before you can use this ability again.
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