# The Preserved ### Power Lost to the Ages You have made your pact with a curious entity that has been frozen for aeons, a perfectly-preserved relic of a bygone era. You are bound to an elder abomination, a forgotten god, a relic of an ancient society, or another power lost to the ages. As a result, your soul has frozen over, granting you unnatural powers. While possible, it is unlikely that such power would be found by chance. Perhaps you were lost far in the snowdrifts of the north, and your patron guided you into their embrace, saving your life in exchange for other favors. You might have been an archaeologist, actively seeking relics of the past, when you discovered the rarest prize of all. Perhaps *you* were the frozen one, your arctic rest granting you unique boons over the aeons. ##### The Preserved Features | Warlock Level | Feature | |:----:|:-------------| | 1st | Chill Knight, Cold Snap, Glacial Grasp | | 6th | Sleet of Foot | | 10th | Cool-Headed | | 14th | Preservation | ##### The Preserved Spell List | Spell Level | Spells| |:----:|:-------------| | 1st | *ice knife, wrathful smite*| | 2nd | *snowball swarm, barkskin* | | 3rd | *sleet storm, protection from energy* | | 4th | *staggering smite, stoneskin* | | 5th | *cone of cold, antilife shell*| #### Chill Knight At 1st level, you gain proficiency with medium armor and shields, and you gain resistance to cold damage. ``` ```
#### Cold Snap Starting at 1st level, whenever one of your spells or magical effects deals damage, you may choose to deal Cold damage instead of one the original damage types. You may use this feature a number of times equal to your Charisma modifier (minimum of one), and regain all expended uses when you finish a short or long rest. When you cast *eldritch blast* or *chill touch*, you may use this feature without expending one of its uses. Once you reach 6th level, you may use this feature whenever you deal damage, regardless of source. #### Glacial Grasp When you hit a creature with a melee attack, you may use your bonus action to force the creature to make a Strength saving throw against your spell save DC. On a failed save, the target is restrained until the end of their next turn. You may use this feature a number of times equal to your proficiency bonus, and regain all expended uses when you finish a short of long rest. #### Sleet of Foot When you reach 6th level, you gain the ability to freeze the ground where you walk, allowing you to glide across surfaces as if you are skating. Your walk speed increases by 10 feet and you ignore difficult terrain caused by ice, snow, or shallow water. #### Cool-Headed Starting at 10th level, when you are forced to make a Constitution saving throw to maintain concentration, you may use your reaction to halve the DC or reduce it to 10, whichever is higher. If the damage is cold damage, the DC is reduced to 10, regardless of the damage dealt.
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PART 1 | The Preserved
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#### Preservation Starting at 14th level, when you deal cold damage to a target, you may force them to make a Constitution saving throw against your spell save DC or become frozen indefinitely in unmelting ice. If you reduce the target to 0 hit points with the damage, they automatically fail the saving throw and are stabilized. A creature frozen in this way has the following traits: - They are petrified, but are encased in ice rather than transformed into another substance. - They are immune to cold damage. - If they are dead, they do not decay, and can be raised from the dead as though no time had passed since they were frozen. Targets remain frozen until you end the effect or they take at least 10 points of fire damage in a round. You may simulataneously have frozen a number of creatures equal to your Charisma modifier (minimum of 1). If you freeze too many creatures, the first one frozen immediately thaws. Once you attempt to freeze a creature with this feature, you may not do so again until you finish a long rest.
>### Credits >    Subglacial Glow - Dirk Veldhuizen, [Artstation](https://www.artstation.com/artwork/A5GXV) > >Thing in the Ice - Svetlin Velinov, Wizards of the Coast, [Artstation](https://www.artstation.com/artwork/2448g) > >Inspiration, Guidance, Feedback - Dan, Sara, Evan, Seyhyun, Austin > >Feedback - redditors on /r/dndnext & /r/unearthedarcana
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PART 2 | The Preserved
\page ## Changelog #### 9/2/2020 ###### **Spell List:**     Replaced *slow* with *protection from energy.* ###### **Chill Knight:**     Removed martial weapon proficiency, as it's overkill, and the Charisma attack clause. Added cold resistance. ###### **Cold Snap:**     Removed language regarding "magical damage" with Cold. ###### **Glacial Grasp:**     ~~Replaced restrained condition with a restrained-lite: a grapple that imposes disadvantage.~~ Re-added restrained. Also, changed to last until the end of their next turn, and now has proficiency uses before short rest. ##### **Sleet of Foot**     Adjusted wording to clarify difficult terrain. ###### **Preservation:**     Attempted to emphasize that this is a once per rest ability. Adjusted fire damage clause, removing "magical source" language and requiring they take at least 10 points of fire damage in a single round. Changed to Long Rest. #### 9/1/2020 ###### **Chill Knight:**     Replaced specific weapons with martial weapons, to reduce complexity. Also, replaced unarmored defense with medium armor, to better fit conventions and avoid being *too* MAD. ###### **Preservation:**     Removed sections pertaining to whether or not player is alive or dead, in order to reduce complexity. #### 8/30/2020 ###### **Chill Knight:**     Added Chill Knight ability. ###### **Cool-Headed:**     Added clause about cold damage. Might remove this, but the flavor's n*ice* and I don't think it should be too OP. #### 8/29/2020 ###### **Spell List:**     Replaced *armor of agathys* with *ice knife,* as the latter is not a warlock spell. #### 7/11/2020 Created Homebrewery page. ###### **Spell List:**     Added *slow* to 3rd level spells. ###### **Cold Snap:**     Changed effect advancement to 6th level. Reworded for the case of multiple damage types. ###### **Sleet of Foot:**     Removed ability to walk on water. ###### **Cool-Headed:**     Reworded to remove a "take no damage" loophole. DC is now halved or 10, instead of just 10. ###### **Preservation:**     Deleted old paragraph, additional language adjustments.
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CHANGELOG | The Preserved