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Elissi, Ice Queen


One of the Skyborn that appeared in Parevia following the end of the Divine War, Elissi the Ice Queen lives in seclusion atop of Mount Celias, there she has created a Kingdom of her own as a race of her creation, her Frostchildren serve and worship her at the peak of Celias, with very few leaving her lands.

As deity from an unknown plane, Elissi is unknown to the common folk of Parevia, her existence mentioned only by the Frostchildren who descend Mount Celias to the warm lands below. This was until 210MR when Kysn Ameth and Dill ascended the mountain to seek help from the Ice Queen.


Warlock: The Ice Queen


Prerequisite:

  Warlocks sworn to the Ice Queen must be Frostchildren (DM's discretion)   A Warlock sworn to the Ice Queen chooses from an expanded list when choosing a warlock spell. The following spells are added to the Warlock spell list for you.  

Expanded Spell List:

 
  1. Absorb Elements, Ice Knife
  2. Enlarge/Reduce, Alter Self
  3. Water Walk, Plant Growth
  4. Ice Storm, Summon Elemental
  5. Banishing Smite, Wrath of Nature
 

Ice Wielder

  Starting at 1st level, you can use your bonus action to conjure a melee weapon made of ice. The weapon melts if it is more than 5 feet away from you for 1 minute. It also melts if you use this feature again, if you dismiss it (no action required), or if you die.   This weapon takes the form of any weapon you have seen before except it deals 1d8 damage of the type corresponding to the weapon, and has the Finesse, Thrown (20/60) and Versatile (1d10) properties. The weapon loses the reach or special property if it has it. After throwing the weapon, it shatters. You are proficient with a weapon conjured with this ability, and it can be your Pact Weapon if you choose the Pact of the Blade boon.  

Fighting Style

    Additionally at 6th level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.   Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.   Great Weapon Fighting. When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.  

Shattering Chill

  Starting at 6th level, when you hit an enemy with a weapon conjured by your Ice Wielder ability you may have the weapon deal an additional 1d6 cold damage.   The extra damage increases to 1d8 when you reach 14th level.   In addition you are granted the abiltiy to see further into the night. You gain darkvision out to a range of 60 feet. If you already have darkvision, instead the range increases by 60 feet.  

Celias' Shield

  Beginning at 10th level, when you drop to 0 Hit Points, you may have a burst of snow erupt from your body (no action required). All hostile creatures within 20ft of you must make a Dexterity saving throw against your spell save DC. On a fail, they take 3d6 cold damage and are knocked prone. A creature takes half damage on a successful saving throw and they are not knocked prone. Once you use this feature you cannot use it again until you finish a short or long rest.  

Winter's Ward

  When you reach 14th level, you learn how to manipulate your weapon to protect your person. While wielding a weapon conjured by your Ice Wielder ability, you can use your reaction when you take damage to gain resistance to a type of damage until the end of your next turn. You can use this feature a number of times equal to your proficiency bonus per long rest.
Title(s)
Ice Queen   Entity Type
Skyborn   Perceived Gender
Feminine   Alignment
Lawful Neutral   Domains
Life, Tempest, Nature   Home Plane
Unknown   Divine Realm
None (In the Prime Material)   Holy Day(s)
Creed to the Frostmother
Children

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