sandmote
2019-10-29, 03:07 PM
A martial warlock, with a focus on being able to use high Str and Con over high Dex.
For mechanical balance, I would like to note the Elemental Bane spell for keeping up at higher levels, which is why the frostblade doesn't get up to half a sneak attack in damage.
The Winter Lord
Expanded Spell List
The Winter Lord 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.
Winter Lord Expanded Spells
Spell Level Spells
1st Grease, Zephyr Strike
2nd Pass Without Trace, Warding Wind
3rd Tiny Hut, Water Walk
4th Fire Shield, Ice Storm
5th Bigby's Hand, Control Winds
Insulating Armor
When you choose this patron at 1st level, you learn Shape Water which doesn't count against your cantrips known.
The freezing cold around you also interferes with creatures attacking you, and is just weak enough not to impact you as well. While you are wearing no armor and not wielding a shield, you can choose to calculate your AC as 10 + + your strength modifier + your Constitution modifier.
Frostblade
Starting at 1st level, you learn to channel your patron's freezing essence into your attacks. Once per turn, when you hit a creature with a weapon attack, you deal an additional 1d6 cold damage.
This damage increases as you gain levels, to 2d6 at 6th level, 3d6 at 10th level, and 4d6 at 14th level.
Seeping Cold
From 6th level you can slip through tight bonds, just as the cold permeates every crevice and crack. You can take a bonus action on each of your turns in combat, which can be used only to take the Disengage or Hide action.
You also gain resistance to cold damage.
Shiver down the Spine
Starting at 10th level, you can step with the wind. As an action, you can cast Freedom of Movement on yourself at will, without expending a spell slot or requiring any spell components.
Hobbling Strikes
At 14th level, your weapons leave a numbing sensation on those you strike. When you deal damage using your frostblade feature, the target must make a Constitution saving throw against your spell save DC or be slowed, as if by the slow spell, until the end of its next turn. Creatures with resistance to cold damage have advantage on this saving throw.
For mechanical balance, I would like to note the Elemental Bane spell for keeping up at higher levels, which is why the frostblade doesn't get up to half a sneak attack in damage.
The Winter Lord
Expanded Spell List
The Winter Lord 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.
Winter Lord Expanded Spells
Spell Level Spells
1st Grease, Zephyr Strike
2nd Pass Without Trace, Warding Wind
3rd Tiny Hut, Water Walk
4th Fire Shield, Ice Storm
5th Bigby's Hand, Control Winds
Insulating Armor
When you choose this patron at 1st level, you learn Shape Water which doesn't count against your cantrips known.
The freezing cold around you also interferes with creatures attacking you, and is just weak enough not to impact you as well. While you are wearing no armor and not wielding a shield, you can choose to calculate your AC as 10 + + your strength modifier + your Constitution modifier.
Frostblade
Starting at 1st level, you learn to channel your patron's freezing essence into your attacks. Once per turn, when you hit a creature with a weapon attack, you deal an additional 1d6 cold damage.
This damage increases as you gain levels, to 2d6 at 6th level, 3d6 at 10th level, and 4d6 at 14th level.
Seeping Cold
From 6th level you can slip through tight bonds, just as the cold permeates every crevice and crack. You can take a bonus action on each of your turns in combat, which can be used only to take the Disengage or Hide action.
You also gain resistance to cold damage.
Shiver down the Spine
Starting at 10th level, you can step with the wind. As an action, you can cast Freedom of Movement on yourself at will, without expending a spell slot or requiring any spell components.
Hobbling Strikes
At 14th level, your weapons leave a numbing sensation on those you strike. When you deal damage using your frostblade feature, the target must make a Constitution saving throw against your spell save DC or be slowed, as if by the slow spell, until the end of its next turn. Creatures with resistance to cold damage have advantage on this saving throw.