Cold Soul (5A)
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This is a Warlock otherworldly patron for 5A.
Source: Mike Myler in En5ider 325.
When society becomes too dangerous those with a touch of wyrd leave their home settlements, cast out to fight for their survival alone in the cold wilderness — but they are never truly alone, always accompanied by a quiet, creeping chill that grows to envelop them. Living away from civilization suits these spellcasters well, allowing them to hone their craft in private and explore the strange connection they possess to the unending chill.
Cold Soul Expanded Spells
The following spells are added to the warlock spell list for you.
Spell Level | Spells |
1 | Fog Cloud, Shield |
2 | Silence, Spike growth |
3 | Protection from Energy, Slow |
4 | Fire Shield (cold only), Ice Storm |
5 | Cone of Cold, Conjure Elemental (air or water only) |
Coldcaster
Starting when you choose this warlock patron at 1st level, you gain resistance to cold damage. In addition, you can manipulate magical energies to produce lethal cold. Whenever you cast a spell or cantrip that deals acid, fire, force, lightning, necrotic, radiant, or thunder damage, you can change the type of damage it deals to cold damage. After you use this feature a number of times equal to your Proficency Bonus, you can’t use it again until you complete a long rest.
Ice Pathway
Beginning at 6th level, you can use your bonus action to freeze the ground just ahead of you, creating a pathway of ice that increases your Speed by 20 feet until the end of your turn. At 11th level this increase becomes 30 feet, at 16th level it becomes 40 feet, and at 20th level it becomes 50 feet. You can move across the surface of water as well as on land. If you end your turn on water, you must use this ability again next turn or sink into the water. Other creatures treat the area within 5 feet of you as difficult terrain. Until the start of your next turn, creatures that move into this area or begin their turn there must succeed on a Dexterity saving throw against your spell save DC or fall prone.
Cold Perfection
At 10th level, your mastery of the abilities you already have grows more powerful. You gain several new abilities.
- You gain immunity to cold damage.
- You can use the Coldcaster feature an unlimited number of times.
- When using Ice Pathway you can tread on air, as long as you end your turn on water or on a square that can support your weight.
Conjure Ice Boulder
Starting at 14th level, as an action you can condense and flash freeze the water from a vast area above you into a massive boulder to drop down with immense force. The bolder strikes the ground and damages a 10 feet radius. Creatures in the area take 10d6 magical bludgeoning damage and 10d6 cold damage. A Dexterity save against your Spell DC halves this damage. In addition, the area becomes difficult terrain for 1 minute. After you use this feature, you can’t use it again until you complete a long rest.