```metadata title: 'Otherworldly Patron: The Frostlight' description: >- The Frostlight: A warlock Otherworldly patron themed around cold and light, as opposed to the Fiend's fire and darkness. Pact of the Shard: A pact boon themed around illusions and four eldritch invocations for it, including one that has a particular synergy with the Frostlight Patron. tags: - Otherworldly Patron - Pact Boon - Eldritch Invocations - Warlock Subclass systems: - 5e renderer: legacy theme: 5ePHB ``` ```css /*=======--- Example CSS styling ---=======*/ /* Any CSS here will apply to your document! */ .myExampleClass { color: black; } ``` ## Otherworldly Patron: The Frostlight Your patron is an entity of cold, heartless intent and blinding hatred. It might come from the Far Realm, the space beyond reality, or from the void between worlds in the Material Plane, or perhaps even from the Astral Sea, where it has dwelled for eternity. Such beings include Delban, the Star of Ice and Hate; the Crystalline Phoenix, also known as the Predator of Worlds; or the Elder Evil known as Father Llymic. Such beings wish only to consume everything with frost, leaving it cold and desolate, so long as it serves their survival. ##### Frostlight Expanded Spells | Spell Level | Spells | |:----:|:-------------| | 1st | *Color Spray, Ice Knife* | | 2nd | *Continual Flame, Gentle Repose* | | 3rd | *Daylight, Sleet Storm* | | 4th | *Fount of Moonlight, Ice Storm* | | 5th | *Cone of Cold, Wall of Force* | #### Far-reaching Frost At 1st level, the cold touch of the Frostlight reaches you. You learn the *ray of frost* cantrip. This is a warlock cantrip for you and does not count against the number of cantrips you know. Additionally, whenever you cast *eldritch blast*, you may change the damage type to cold. #### Shining Shards Also at 1st level, the Frostlight's radiance blinds your foes. Once per turn when a creature takes cold damage from a spell that you cast, you may force it to make a Constitution saving throw or be blinded until the end of your next turn. You can use this feature a number of times equal to your Charisma modifier, and you regain all expended uses when you finish a short or long rest. #### Crystalline Reflection Starting at 6th level, you learn to create a shining, frozen copy of yourself as seen upon the Frostlight's infinite frozen facets. As an action, you can summon a Crystalline Reflection in an unoccupied space you can see within 30 feet of you. Your Reflection is a Medium object with AC equal to 13 + your Charisma modifier and 1 hit point, as well as immunity to poison, psychic and cold damage. If it has to make a saving throw, it uses your bonus for the roll. It remains for 1 hour, until it is destroyed, until you choose to end it as a bonus action or until you are incapacitated. For the duration, you can cast spells as though you were in the Crystalline Reflection’s space, but you must use your own senses. Otherwise, the Reflection can't take any action. As a bonus action on your turn, you can move the Reflection up to 30 feet to a space you can see. The Reflection melts into a puddle and is destroyed whenever you are more than 120 feet away from it. ``` ``` If the Crystalline Reflection is destroyed or you use a bonus action to end it, all creatures within 5 feet of it must make a Dexterity saving throw or take cold damage equal to 2d6 + your Charisma modifier and be blinded until the end of their next turn. On a successful save, the creatures take half the damage and aren’t blinded. You can use this feature a number of times equal to your Charisma modifier. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest. #### Protective Permafrost Starting at 10th level, the breach between you and your icy patron becomes ever narrower. You gain resistance to cold damage, and each time you use your Crystalline Reflection feature you gain temporary hit points equal to your Charisma modifier. #### Frostlight Nova At 14th level, when you hit a creature with an attack roll, you may cause the point of impact to explode with the frozen radiance of the Frostlight, forcing the target and all creatures within 10 feet of it other than you to make a Constitution saving throw. On a failure, a creature takes 12d8 cold damage and is restrained for a minute, until it takes fire damage or until it or another creature within reach of it uses an action to break away the ice. Breaking the ice requires a Strength check against your spellcasting save DC. Creatures that succeed their saving throw take half damage and are not restrained, but they are blinded until the end of your next turn. Additionally, the area becomes difficult terrain for the next 10 minutes, or until cleared with fire. You are, however, unaffected by it. Once you use this feature, you cannot do so again until you complete a long rest.
##### The Crystalline Phoenix Also known as the Predator of Worlds, the Phoenix of Frost, Eternal-Rime-Ever-Reborn and the Hateful Shatterer, it is an alien entity of unknown origin, presumably from the Far Realm, of whose existence only the most learned of scholars are aware. It dwells in the cold void between worlds, where it supposedly travels unimpeded. According to what little is known of it, the first sign of its presence is the appearance of what seems to be a brand-new star in the night sky. The second sign is a barely perceivable drop in global temperatures, as its star slowly grows in the night sky. The last sign, after which doom seems to be assured, is the manifestation of its power in those that willingly harbor its hatred. The motives of the Crystalline Phoenix can only be gleaned from the mad ramblings of those who claim to hear its voice, and even then, those are mostly incoherent ideas of hatred, hunger, and cold indifference. The only element truly known of its intent seems to be bringing about utter annihilation. For what purpose, we may never know. **Alignment**: Chaotic Evil **Provinces**: the Frostlight, the Great Old One **Symbol**: an inverted, three-pointed, ice-blue star
1
AROEN WEIND | WARLOCK PATRON
\page ## Pact Boon: The Shard At 3rd level, you gain the following Boon as an additional option to choose from. #### Pact of the Shard Your patron gives you a Mirrored Shard, a gleaming piece of crystalline material, that helps you deceive the senses of others. While the Shard is on your person, you can cast the *minor illusion* cantrip. Additionally, whenever a creature makes an Intelligence (Investigation) check to discern an illusion you cast, you can give it disadvantage on the check, no action required. You can do this a number of times equal to your Proficiency Bonus, and regain all uses after you finish a long rest. If you lose your Mirrored Shard, 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 Shard. ## Eldritch Invocations #### Fractal Shield *Prerequisite: Pact of the Shard* While you carry the Shard with you and a creature you can see hits you with an attack, you can use your reaction to reduce the damage taken by an amount equal to twice your proficiency bonus. #### Parallax Sight *Prerequisite: Pact of the Shard* As an action, you can choose to see through a reflective surface or illusion of your choice within 500 feet of you that you have seen before. While perceiving through such a surface in this way, you are blind with regard to your own senses. If you have the Crystalline Reflection feature, you can do the same with your Reflection, seeing and hearing as if from the position of the construct, and becoming blind and deaf with regard to your own senses. You can return to your own senses at any time using a bonus action. #### Mindshards *Prerequisites: Pact of the Shard, warlock level 7* You can cast *Phantasmal Killer* without using a spell slot. Once you do so, you can't cast it in this way again until you finish a long rest. #### Mirrored Rebuke *Prerequisite: Pact of the Shard, warlock level 15* If you are targeted by a Magic Missile spell, a spell that requires a ranged attack roll, or a spell that forces you to make a Dexterity saving throw and targets only you, you can use your reaction to turn the spell back on the creature that cast it, who becomes the new target of the spell. Once you use this Feature, you can't use it again until you finish a long rest.
2
AROEN WEIND | PACT AND INVOCATIONS