Gr7mm Bobb
2015-05-11, 07:50 PM
Ok so first homebrew post here, so please enjoy.
Warlock Ice Patron:
The Immemorial Glacier
https://36.media.tumblr.com/6ff7ff4ccdda8a4379aee75257752623/tumblr_mxl06gFfer1r2zmajo1_500.jpg
Homebrew Expanded Spell Spell list
1st Level Fog Cloud, Endure Elements*
2nd Level Spike Growth, Creeping Cold*
3rd Level Sleet Storm, Boreal Wind*
4th Level Ice Storm, Column of Ice*
5th Level Cone of Cold, Heat Drain*
Basic Expanded Spell list
1st Level Fog Cloud, Ice Knife (EE)
2nd Level Spike Growth, Snilloc's Snowball Swarm (EE)
3rd Level Sleet Storm, Elemental Weapon (Cold only)
4th Level Ice Storm, Conjure Minor Elementals (Air and Water only)
5th Level Cone of Cold, Legend Lore
1st Level Boon- Child of Winter -
Your movement and visibility are not impeded by harsh weather conditions, you are able to walk on ice as though it were a normal surface. However you are not immune to the damaging effects of weather conditions, snow is still cold, lightning CAN hurt if it hits you.
As a reaction, when a creature targets you with a spell, attack, or ability, you can cause the area around you in a 10ft radius to freeze rapidly turning it into slick, icy terrain for 1 minute. When this affect initiates, any creature standing within range must succeed on a Dexterity saving throw or fall prone. When a creature that enters the area for the first time during its turn or ends its turn there must succeed on a Dexterity saving throw or fall prone. You must finish a short or a long rest before you can use this ability again.
6th Level Boon- Winters Caress -
As an action you can target yourself or a willing target within 30ft and cocoon them in a thick, protective layer of ice. For 2 rounds, the target cannot perceive the world around them and cannot take any actions for itself. While encased, the target is also immune to any damage and cannot be the target of, or subject to, any spells, attacks, or abilities. The target heals for an amount equal to 2d8 + your Charisma modifier during each of its turns that it starts while in this cocoon (increases to 3d8 @ 12th, and 4d8 @ 18th). The creature thaws out at the beginning of its 3rd turn. The cocoon can be destroyed by dealing fire damage equal to your max HP (rounded down). This ability can be used once per long rest.
10th Level Boon- Ice barrier -
You are resistant to cold damage. Additionally once per long rest you can use your action to create a shielding coat of ice that provides you with temporary hit points equal to your Warlock level x 5. These temporary hit points last for 1 minute. While these temporary hit points persist, any creature that strikes you with a melee attack must succeed on a Constitution saving throw equal to your spell save DC. On a failed save, the creature loses 1/2 of its base movement speed until the end of its next turn.
If you take damage from another creature, you can use your reaction to release the energy of your shield in a 15ft arc that deals 6d10 cold damage (Con save for half).
14th Level Boon- As the Frost -
As a bonus action you cause your very essence to shift, with a crystalline tinkling, your body transforms into a figure of ice and cold. Your skin becomes brilliant blue and transparent, with glimpses of liquid beneath. Frost forms across your hands and arms, dripping down to form knife-like icicles. Your breath hisses white in the bitterly cold air surrounding you. Snow swirls about you as your presence freezes the air's moisture. Ice crystals spread from your footprints. All earth, stone, and water in the area is drained of heat. Earth, mud, and stone become permafrost and water freezes.
The area within 90ft of you has its temperature dropped to -20F in a matter of seconds. Creatures and attended objects are not immediately frozen by this effect. Allies and friendly creatures within 30ft of you gain resistance to both cold and fire damage. Enemies within 90ft receive 1d12 cold damage every time you deal damage to them and enemies moving within 30ft of you are considered moving within difficult terrain. Any creature that dies within 90ft of you is frozen solid.
This effect lasts for one minute, and the environmental effects require a normal amount of time to thaw based on the environment. This ability is usable once per long rest.
Spells added-
Boreal Wind
3rd level Evocation
Casting Time: 1 Action
Range: 90 feet
Components: V, S, M
Duration: Concentration, up to 1 minute
Effect: Gust of wind (20 ft high and 20ft wide)
You create a strong surge of arctic air that originates from your fingertips and moves in the direction you are facing. This gust of wind automatically extinguishes candles, torches, and similar protected or unprotected flames, including lanterns. Large fires (such as a bonfires, a blacksmith's coals, or even a house fire) have a 50% chance of being extinguished. All creatures in the area take must make a Constitution saving throw or take 2d4 cold damage and reduce the creature's movement speeds by 10 feet on a failed save, or half as much damage and negate the movement speed loss on a successful one. A creature takes the same damage when it enters the area for the first time on a turn or ends its turn there. Creatures passing through the area must use 2 feet of movement for every 1 foot it moves towards you.
This wind can do anything that a sudden blast of wind would be expected to do. It can create stinging spray of sand or dust, overturn tents and blow down small huts, scuttle a boat, and blow gases or vapors to the edge of the range. You have to use your action on each of your turns to maintain the spell for its duration, you may use your bonus action during each of your turns to move the destination of the wind.
At higher levels: When you cast this spell with a slot of 4 level or higher the cold damage increases by1d4 and the penalty to movement increases by 10 feet for each spell slot above 3rd.
Column of Ice
4th level Conjuration
Casting Time: 1 action
Range: 50 feet
Components: V, S, M (A 2-inch rod of ice.)
Effect: One column of ice, 10-ft. radius and 35 ft in height
Duration: 1 hour
As you point your finger at a point on the ground within range that you can see a column of ice rises from the ground, lifting any object or creature (including you) standing in the area into the air. Creatures making a Dexterity saving throw can choose to avoid the column and be moved to the nearest unoccupied square outside of the spell’s area. If there are no nearby unoccupied spaces, the target is raised on top of the column and not prone.
Moving or fighting atop the ice column requires an Acrobatics(Dex) check to not fall prone. Those who fail, fall prone and must succeed on a Dexterity saving throw or slip off the column, taking commensurate falling damage.
Creatures atop the column as it rises may be smashed against the ceiling or other overhead obstructions, which deals 4d6 points of bludgeoning damage. The save and check DC's are based on your Spell DC’s.
At Higher Levels: When you cast this spell using a spell slot of 5th or 6th level, the effects of the spell last for 8 hours. When you use a spell slot of 7th or 8th level, the effects of the spell last for 24 hours. When you cast this spell using a spell slot of 9th level, the effects of the spell are permanent.
Creeping Cold
2nd Level Transmutation
Casting Time: 1 action
Range: 30 feet
Components: V, S, M
Duration: Concentration, 3 rounds see text
Targeting a creature you can see within range as reach out your hand and making a crushing motion, you turn a creatures sweat and the airs ambient moisture to ice, creating blisters as the ice forms on and inside the skin. Make a ranged spell attack at a creature you can see within range. On a hit, the target takes 1d6 points cold damage. Using your bonus action during your subsequent turns for the duration, the target takes 1d6 cumulative points of cold damage (that is, 1d6 on the 1st round, 2d6 on the second, and 3d6 on the third, etc) and loses a cumulative 5 feet of speed (that is, 5 feet on the 1st round, 10 feet on the second, and 30 feet on the 3rd, etc) from all movements for one round. Each time the target would take damage from this effect it gets a Constitution saving throw, a successful save reduces the damage by half and negates the loss of movement speed.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the duration increases by 1 round for each spell slot above 2nd level.
Endure Elements
1st level Abjuration (ritual)
Components: V, S
Casting Time: 1 action
Range: Touch
Duration: 8 hours
Up to 6 willing creatures. A creature protected by endure elements suffers no harm from being in a hot or cold environment. It can exist comfortably in conditions between -50 and 140 degrees Fahrenheit without having to make appropriate saves. The creature’s equipment is likewise protected.
Endure elements doesn't provide any protection from fire or cold damage, nor does it protect against other environmental hazards such as smoke, lack of air, and so forth.
Heat Drain
5th level Necromancy
Casting Time: 1 action
Range: Self (20 feet radius)
Components: V, S, M
Duration: Instantaneous
The heat in the room seems to rush toward you, leaving everyone around you in bone - chilling pain while you feel amazingly refreshed and alive. You drain the heat from all living creatures within the affected area except you. This influx of warmth heals and empowers you. All affected living creatures within the area must succeed on a Constitution saving throw, on a failure each creature takes take 4d6 points of cold damage and 4d6 necrotic damage, on a successful save halves the damage. For each living creature that takes damage from this spell, you gain 2 temporary hit points. The temporary hit points last for to 10 minutes.
At Higher Levels: When you cast this spell using a spell slot of 7th level or higher, the cold and necrotic damage increases by 1d6 for every other slot level above 6th.
Warlock Ice Patron:
The Immemorial Glacier
https://36.media.tumblr.com/6ff7ff4ccdda8a4379aee75257752623/tumblr_mxl06gFfer1r2zmajo1_500.jpg
Homebrew Expanded Spell Spell list
1st Level Fog Cloud, Endure Elements*
2nd Level Spike Growth, Creeping Cold*
3rd Level Sleet Storm, Boreal Wind*
4th Level Ice Storm, Column of Ice*
5th Level Cone of Cold, Heat Drain*
Basic Expanded Spell list
1st Level Fog Cloud, Ice Knife (EE)
2nd Level Spike Growth, Snilloc's Snowball Swarm (EE)
3rd Level Sleet Storm, Elemental Weapon (Cold only)
4th Level Ice Storm, Conjure Minor Elementals (Air and Water only)
5th Level Cone of Cold, Legend Lore
1st Level Boon- Child of Winter -
Your movement and visibility are not impeded by harsh weather conditions, you are able to walk on ice as though it were a normal surface. However you are not immune to the damaging effects of weather conditions, snow is still cold, lightning CAN hurt if it hits you.
As a reaction, when a creature targets you with a spell, attack, or ability, you can cause the area around you in a 10ft radius to freeze rapidly turning it into slick, icy terrain for 1 minute. When this affect initiates, any creature standing within range must succeed on a Dexterity saving throw or fall prone. When a creature that enters the area for the first time during its turn or ends its turn there must succeed on a Dexterity saving throw or fall prone. You must finish a short or a long rest before you can use this ability again.
6th Level Boon- Winters Caress -
As an action you can target yourself or a willing target within 30ft and cocoon them in a thick, protective layer of ice. For 2 rounds, the target cannot perceive the world around them and cannot take any actions for itself. While encased, the target is also immune to any damage and cannot be the target of, or subject to, any spells, attacks, or abilities. The target heals for an amount equal to 2d8 + your Charisma modifier during each of its turns that it starts while in this cocoon (increases to 3d8 @ 12th, and 4d8 @ 18th). The creature thaws out at the beginning of its 3rd turn. The cocoon can be destroyed by dealing fire damage equal to your max HP (rounded down). This ability can be used once per long rest.
10th Level Boon- Ice barrier -
You are resistant to cold damage. Additionally once per long rest you can use your action to create a shielding coat of ice that provides you with temporary hit points equal to your Warlock level x 5. These temporary hit points last for 1 minute. While these temporary hit points persist, any creature that strikes you with a melee attack must succeed on a Constitution saving throw equal to your spell save DC. On a failed save, the creature loses 1/2 of its base movement speed until the end of its next turn.
If you take damage from another creature, you can use your reaction to release the energy of your shield in a 15ft arc that deals 6d10 cold damage (Con save for half).
14th Level Boon- As the Frost -
As a bonus action you cause your very essence to shift, with a crystalline tinkling, your body transforms into a figure of ice and cold. Your skin becomes brilliant blue and transparent, with glimpses of liquid beneath. Frost forms across your hands and arms, dripping down to form knife-like icicles. Your breath hisses white in the bitterly cold air surrounding you. Snow swirls about you as your presence freezes the air's moisture. Ice crystals spread from your footprints. All earth, stone, and water in the area is drained of heat. Earth, mud, and stone become permafrost and water freezes.
The area within 90ft of you has its temperature dropped to -20F in a matter of seconds. Creatures and attended objects are not immediately frozen by this effect. Allies and friendly creatures within 30ft of you gain resistance to both cold and fire damage. Enemies within 90ft receive 1d12 cold damage every time you deal damage to them and enemies moving within 30ft of you are considered moving within difficult terrain. Any creature that dies within 90ft of you is frozen solid.
This effect lasts for one minute, and the environmental effects require a normal amount of time to thaw based on the environment. This ability is usable once per long rest.
Spells added-
Boreal Wind
3rd level Evocation
Casting Time: 1 Action
Range: 90 feet
Components: V, S, M
Duration: Concentration, up to 1 minute
Effect: Gust of wind (20 ft high and 20ft wide)
You create a strong surge of arctic air that originates from your fingertips and moves in the direction you are facing. This gust of wind automatically extinguishes candles, torches, and similar protected or unprotected flames, including lanterns. Large fires (such as a bonfires, a blacksmith's coals, or even a house fire) have a 50% chance of being extinguished. All creatures in the area take must make a Constitution saving throw or take 2d4 cold damage and reduce the creature's movement speeds by 10 feet on a failed save, or half as much damage and negate the movement speed loss on a successful one. A creature takes the same damage when it enters the area for the first time on a turn or ends its turn there. Creatures passing through the area must use 2 feet of movement for every 1 foot it moves towards you.
This wind can do anything that a sudden blast of wind would be expected to do. It can create stinging spray of sand or dust, overturn tents and blow down small huts, scuttle a boat, and blow gases or vapors to the edge of the range. You have to use your action on each of your turns to maintain the spell for its duration, you may use your bonus action during each of your turns to move the destination of the wind.
At higher levels: When you cast this spell with a slot of 4 level or higher the cold damage increases by1d4 and the penalty to movement increases by 10 feet for each spell slot above 3rd.
Column of Ice
4th level Conjuration
Casting Time: 1 action
Range: 50 feet
Components: V, S, M (A 2-inch rod of ice.)
Effect: One column of ice, 10-ft. radius and 35 ft in height
Duration: 1 hour
As you point your finger at a point on the ground within range that you can see a column of ice rises from the ground, lifting any object or creature (including you) standing in the area into the air. Creatures making a Dexterity saving throw can choose to avoid the column and be moved to the nearest unoccupied square outside of the spell’s area. If there are no nearby unoccupied spaces, the target is raised on top of the column and not prone.
Moving or fighting atop the ice column requires an Acrobatics(Dex) check to not fall prone. Those who fail, fall prone and must succeed on a Dexterity saving throw or slip off the column, taking commensurate falling damage.
Creatures atop the column as it rises may be smashed against the ceiling or other overhead obstructions, which deals 4d6 points of bludgeoning damage. The save and check DC's are based on your Spell DC’s.
At Higher Levels: When you cast this spell using a spell slot of 5th or 6th level, the effects of the spell last for 8 hours. When you use a spell slot of 7th or 8th level, the effects of the spell last for 24 hours. When you cast this spell using a spell slot of 9th level, the effects of the spell are permanent.
Creeping Cold
2nd Level Transmutation
Casting Time: 1 action
Range: 30 feet
Components: V, S, M
Duration: Concentration, 3 rounds see text
Targeting a creature you can see within range as reach out your hand and making a crushing motion, you turn a creatures sweat and the airs ambient moisture to ice, creating blisters as the ice forms on and inside the skin. Make a ranged spell attack at a creature you can see within range. On a hit, the target takes 1d6 points cold damage. Using your bonus action during your subsequent turns for the duration, the target takes 1d6 cumulative points of cold damage (that is, 1d6 on the 1st round, 2d6 on the second, and 3d6 on the third, etc) and loses a cumulative 5 feet of speed (that is, 5 feet on the 1st round, 10 feet on the second, and 30 feet on the 3rd, etc) from all movements for one round. Each time the target would take damage from this effect it gets a Constitution saving throw, a successful save reduces the damage by half and negates the loss of movement speed.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the duration increases by 1 round for each spell slot above 2nd level.
Endure Elements
1st level Abjuration (ritual)
Components: V, S
Casting Time: 1 action
Range: Touch
Duration: 8 hours
Up to 6 willing creatures. A creature protected by endure elements suffers no harm from being in a hot or cold environment. It can exist comfortably in conditions between -50 and 140 degrees Fahrenheit without having to make appropriate saves. The creature’s equipment is likewise protected.
Endure elements doesn't provide any protection from fire or cold damage, nor does it protect against other environmental hazards such as smoke, lack of air, and so forth.
Heat Drain
5th level Necromancy
Casting Time: 1 action
Range: Self (20 feet radius)
Components: V, S, M
Duration: Instantaneous
The heat in the room seems to rush toward you, leaving everyone around you in bone - chilling pain while you feel amazingly refreshed and alive. You drain the heat from all living creatures within the affected area except you. This influx of warmth heals and empowers you. All affected living creatures within the area must succeed on a Constitution saving throw, on a failure each creature takes take 4d6 points of cold damage and 4d6 necrotic damage, on a successful save halves the damage. For each living creature that takes damage from this spell, you gain 2 temporary hit points. The temporary hit points last for to 10 minutes.
At Higher Levels: When you cast this spell using a spell slot of 7th level or higher, the cold and necrotic damage increases by 1d6 for every other slot level above 6th.