TEXT:  
   
   
  
   
   
   
   
   
  CREDITS 
  Designer: Andrew Bishkinskyi 
  Special Thanks: Steve Fidler 
  Template: Simple Microsoft Word Template by Laura 
  Hirsbrunner 
  Art and Pages: Wizards of the Coast DMsGuild Creator Pack, Lord 
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  WINTER PATRON 
  Oh, my sweet summer child, what do you know of fear? Fear is 
  for the winter, my little lord, when the snows fall a hundred 
  feet deep. Fear is for the long night, when the sun hides its face 
  for years at a time, and little children are born and live and die 
  all in darkness.  
  —from Game of Thrones  
  For as long as magic has existed, wizards and sorcerers 
  have wielded powers of the cold while clerics and druids 
  prayed to weather gods and sought fair winds and plentiful 
  harvests. A warlock seeks a deeper connection than this. 
  For a warlock, it is about giving up everything to touch 
  something deep and unknowable.   
  Beneath the cold places of the world, where permafrost 
  cedes no ground and glaciers never melt, there in the dark 
  icy earth beats the slow heart of winter. The true guardians 
  of winter seek no other domains, for they know that over 
  time all things succumb to the cold eternal darkness.  
  Among possible Winter patrons are lesser cold deities 
  such as Auril the Frostmaiden, Lord of the Frost Giants 
  Thrym, and the Lord in the Ice Ulutiu. Extraplanar entities 
  that may make a Winter pact include Aseroth the Winter 
  Warlock, the Blizzard King Cryonax, Kostchtchie the 
  Prince of Wrath (thought dead), and Tuncheth the Great 
  Ice Devil.  In the world of Eberron, the archfey known as 
  the Queen of Winter and Dral Khatuur, the Killing Cold are 
  appropriate choices. 
  WINTER PATRON FEATURES 
  Your Winter patron grants you a number of features 
  starting at 1st level. 
       
  BONUS CANTRIPS 
  You know the blade ward and frostbite cantrips. They count 
  as warlock cantrips for you, but they don’t count against 
  your number of cantrips known.   
  WINTER EXPANDED SPELLS  
  FORTIFY ARMOR 
  At 1st level, your patron allows you to fortify your armor. 
  Whenever you finish a long rest, you can touch one suit of 
  light armor. When you wear this armor, you can use your 
  Charisma modifier, instead of Dexterity, to determine its 
  AC bonus. This benefit lasts until you finish a long rest. 
  WINTER CURSE 
  Starting at 1st level, you gain the ability to place a winter 
  curse on someone. As a bonus action, choose one creature 
  you can see within 30 feet of you. The target is cursed for 1 
  minute. The curse ends early if the target dies, you die, or 
  you are incapacitated. Until the curse ends, you gain the 
  following benefits: 
  • Whenever you deal cold damage to the cursed creature, 
  that damage increases by 1d8. If the damage is caused by 
  a spell, it is added to only one of the spell’s damage rolls. 
  The additional damage increases to 2d8 when you reach 
  11th level in this class. 
  • The creature has disadvantage on saving throws against  
  your spells that deal cold damage. 
  • If the creature forces you to make a saving throw to 
  maintain concentration, you have advantage on this 
  saving throw. 
  You can’t use this feature again until you finish a short or 
  long rest.  
  TOUCH OF FROST 
  Starting at 6th level, your patron grants you a benefit 
  based on your pact: 
  • Pact of the Blade.  When you create your pact weapon or 
  transform a magic weapon into it, you can choose for the 
  weapon’s damage type to change to cold instead of its 
  regular type. If you choose this option and a spell or 
  ability would subsequently change your pact weapon’s 
  damage type, you may choose for it to continue dealing 
  cold damage instead.  
  • Pact of the Chain. In addition to the other special forms 
  granted by your pact, your familiar may take the shape 
  of an ice mephit.  
  • Pact of the Tome. You learn one additional cantrip of 
  your choice, it doesn’t count against your number of 
  spells known, and is considered a warlock spell for you. 
  The additional cantrip must be chosen from the 
  following: gust, ray of frost, control water. 
  WINTER’S WARDS 
  Starting at 6th level, your patron grants you protection 
  against the elements and your enemies. You gain the 
  following benefits: 
  • You can cast the blade ward as a bonus action. You can do 
  so the number of times equal to your warlock level and 
  Warlock 
  Level 
  Features 
  1st 
  Bonus Cantrips, Expanded Spell List, Fortify Armor, 
  Winter Curse  
  6th 
  Touch of Frost, Winter’s Wards  
  10th 
  Heart of Ice 
  14th 
  Many Aspects of Winter, Lasting Cold 
  Spell Level Spells 
  1st 
  absorb elements, shield of faith 
  2nd 
  blur, Snilloc’s snowball swarm 
  3rd 
  elemental weapon, slow 
  4th 
  aura of purity, ice storm  
  5th 
  antilife shell, cone of cold  
  
   
  regain all uses when you finish a long rest. When you 
  reach 14th level in this class, this feature’s limit is 
  removed. 
  • You have resistance to cold damage. 
  • You can move across difficult terrain created by ice or 
  snow without spending extra movement.  
  HEART OF ICE 
  Starting at 10th level, you become a vessel of winter.  
  • Your physical appearance changes in subtle purely 
  cosmetic ways. You take on wintry tones, turning pale, 
  blue, or white, as suits your species.  
  • You cannot become exhausted as a result of hardships in 
  cold climates, including extreme cold, and underwater. 
  • Strong winds that would cause any disadvantage to your 
  attacks, skill checks, or saving throws no longer do so. 
  Strong wind no longer reduces your movement speed 
  and you have advantage on saving throws and skill 
  checks to resist or avoid being moved by it.  
  • You can go a tenday without eating and not suffer any 
  adverse effects. 
  • You are immune to fear. 
  MANY ASPECTS OF WINTER 
  Starting at 14th level, you are able to take on the aspect of 
  your patron as an action. Your appearance depends on your 
  patron. For example, a transformation into an aspect of 
  Auril the Frostmaiden may result in the likeness of a giant 
  horned owl. The transformation lasts for 1 minute and 
  grants you the following benefits: 
  • Your size becomes large or huge (your choice). Your 
  equipment transforms to fit. 
  • While transformed, you are immune to cold damage and 
  resistant to fire damage. 
  • Your strength increases to 23 unless already higher. 
  • As part of your transformation, you can choose to cast 
  one of the following spells without any components. The 
  spell uses your spell save DC where required, and 
  requires concentration as normal: Tenser’s 
  transformation, wall of ice, or  whirlwind. 
  • When you transform, choose any number of creatures 
  within 120 feet that can see or hear you. The creatures 
  must succeed on a Wisdom Saving throw or become 
  afraid of you until your transformation ends. They may 
  repeat this saving throw at the end of each of their turns. 
  Once you use this feature, you can’t use it again until you 
  finish a long rest.  
  LASTING COLD 
  Starting at 14th level, you can spread your Winter Curse 
  from a slain creature to another creature. When the 
  creature cursed by your Winter Curse dies, you can apply 
  the curse to a different creature you can see within 30 feet 
  of you, provided you aren’t incapacitated. 
  ELDRITCH INVOCATIONS 
  The following eldritch invocation are designed to enhance 
  the abilities of a Warlock of Winter, but may also be used 
  by warlocks of other patrons. 
  DEEPEST COLD AND DARKEST NIGHT 
  Prerequisite: 7th level. 
  When you cast arms of Hadar, darkness, hunger of Hadar, or 
  maddening darkness, the radius of the spell increases by 10 
  feet. 
  PANDESMAL SACRIFICE 
  Prerequisite: 5th level, armor of Agathys spell. 
  • When you cast armor of Agathys, the number of 
  temporary hitpoints gained increases by a total of 5. 
  • When you take damage from a spell or ranged attack, 
  you can use your reaction to allow the damage to bypass 
  your armor of Agathys, thus preserving the temporary 
  hitpoints and reducing your regular hitpoints. 
  • You may expend a use of your Mystic Arcanum to cast 
  armor of Agathys at the arcanum’s spell level. 
  RITUAL OFFERING 
  Prerequisites: 15th level, Pact of the Tome feature. 
  When you reduce a hostile creature to 0 hitpoints using 
  cold damage, you can choose to prepare its body as an 
  offering to your patron. The offering ritual takes 10 
  minutes. Upon completion, the body turns to ice, shatters, 
  and is destroyed provided that it can be destroyed by 
  mundane means.  
  If the creature was not a spellcaster, you can 
  immediately roll any number of the creature’s hit dice and 
  heal for the amount rolled. 
  If the creature was a spellcaster, your patron instead 
  grants you the ability to cast one of the creature’s spells. 
  You can cast this spell once using your own spell save DC, 
  and the ability to do fades when you take a long rest. You 
  can only gain the ability to cast a spell of a level that the 
  creature had an unused spell slot to cast.   
  SOULFREEZE SHIELD 
  Prerequisites: 15th level, Pact of the Blade feature,. 
  You can cast shield at will, without expending a spell slot.  
  WINTER GUARDIAN  
  Prerequisites: 15th level, Pact of the Chain feature. 
  You can cast find greater steed once using a warlock spell 
  slot. The creature that is summoned as a result takes the 
  form of either an owlbear or a yeti. You can’t use this 
  feature again until you finish a long rest. 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Subclasses/Warlock/Warlock of Winter.pdf