Class Description
There are many great fiends that choose to grant power to greedy mortals turning them into their pawns. Some do so to use them as stepping stones for their own goals while others simply want entertainment.
One such fiend is the demon Vapul, but there are many other lesser frost demons and devils, as well as the archdevil Levistus. Vapul was once the sole inhabitant of one of the floors in the Abyss and a frequent invader to the Nine Hells and even the Material Plane. Wreaking havoc and covering entire cities in frost in mere minutes. Torturing and feasting on mortals and gods alike, some claim. These days Vapul has been locked away in a prison demiplane for eternity, never to lay a hand on the Material World again. But there are many who want to free the demon, thinking that they will be spared from his frozen wrath.
Vapul’s followers can vary in goals. Some seek knowledge either to strengthen or completely free the fiend. Some others seek to turn the world in the fiend’s frozen playground. There have even been those who have attempted to take advantage of him, but even after failing to do so few manage to escape his grasp.
Expanded Spell List
The Frost Demon grants you an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
| Spell Level | Spells |
|---|---|
| 1st | Fog Cloud, Mage Armor |
| 2nd | Gentle Repose, Gust of Wind |
| 3rd | Protection from Energy, Sleet Storm |
| 4th | Control Water, Ice Storm |
| 5th | Cone of Cold, Dominate Person |
Bonus Cantrip
At 1st level, you learn the ray of frost cantrip. It counts as a warlock cantrip for you, but it doesn’t count against your number of cantrips known.
The Frozen One’s Blessings
Starting at 1st level, when you cast the mage armor spell and target yourself, the armor appears as a thin sheen of ice that surrounds your body. In addition to the armor provided by the spell, you gain the following benefits for the duration:
- You can ignore difficult terrain created by ice or snow.
- You can tolerate temperatures as low as -50 degrees Fahrenheit without any additional protection. If you wear heavy clothes, you can tolerate temperatures as low as -100 degrees Fahrenheit.
- You gain temporary hitpoints equal to your Charisma modifier per level of the spell slot you cast mage armor with (minimum 1 per level). You lose these temporary hitpoints when you complete a short or long rest.
Cold-blooded
At 6th level, in addition to the other benefits you gain from your Frozen One’s Blessings feature, you also gain the following benefits:
- You gain resistance to cold damage.
- You can tolerate temperatures as high as 150 degrees Fahrenheit without any additional protection.
- Whenever you cast a spell that deals cold damage, you can add your Charisma modifier to one of the damage rolls of that spell.
Ice Heart
At 10th level, your connection to the Frost Fiend arms and protects you further. You have advantage on saving throws against being charmed or frightened. In addition, as a bonus action you can cover the area around you in light, freezing mist. For 1 minute, whenever a creature makes a melee weapon attack against you while standing within 5 feet of you, the creature must make a Constitution saving throw against your spell save DC. On a failed saving throw, the creature takes 2d6 cold damage and has disadvantage on its attack rolls and ability checks until the end of its next turn. On a successful saving throw, the creature takes half as much damage and suffers no further effects. You may activate this feature twice, and regain all uses after completing a long rest.
Flash Freeze
Starting at 14th level, when you hit a creature with a ranged spell attack that deals cold damage or a creature fails its saving throw against one of your spell that deals cold damage, you can use this feature to partially freeze the creature; the creature is restrained. A creature restrained by this feature must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this feature two times, the effect ends. if it fails its saves two times, the creature dies and becomes a frozen statue until it thaws. If the creature is immune to cold damage or it has legendary actions, it is immune to this effect. Once you use this feature, you can’t use it again until you complete a long rest.