```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.