Old Man Winter Patron

by dArtagnan

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Otherworldly Patron: Old Man Winter

Occasionally mislabeled an elf, your patron is an archefey of winter with a penchant for granting the wishes of the children of the material plane.

Active for one night a year, Old Man Winter cannot possibly fulfil his task on his own. It is to that end that he bequeaths his powers to others for the promise that one night a year, you will deliver his gifts to all the good girls and boys.

Old Man Winter Features
Warlock Level Feature
1st Expanded Spell List, Bonus Proficiency, Heart's Desire
6th Frosty Fade
10th The Long Night
14th Winter Retreat

Expanded Spell List

Old Man Winter lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Old Man Winter Expanded Spells
Spell Level Spells
1st detect evil and good, sleep
2nd find steed, silence
3rd beacon of hope, nondetection
4th fabricate, locate creature
5th creation, modify memory

Bonus Proficiency

You gain proficiency with the Insight skill.

Heart's Desire

Starting at 1st level, you gain an innate understanding of what a person's heart desires. You can see what any creature you can see within 30 feet of you wants most.

Frosty Fade

Starting at 6th level, you can vanish in a flurry of snow in response to harm. When you take damage, you can use your reaction to turn invisible and teleport up to 60 feet to an unoccupied space you can see. You remain invisible until the start of your next turn or until you attack or cast a spell.

Once you use this feature, you can't use it again until you finish a short or long rest.

The Long Night

Beginning at 10th level, you gain resistance to cold damage and have advantage on saving throws against exhaustion.

Winter Retreat

Starting at 14th level, you gain the ability to send yourself and your allies to a cabin in Father Winter's realm in the Feywild.

By performing a special ritual over the course of 5 minutes, you shift yourself and up to ten willing creatures you can see to the cabin. You and those creatures gain the benefits of a short rest while huddled up in the cabin. You then return to the spaces you all occupied when you used this ability, with no time having passed in the world.

During this short rest, you and the creatures you take with you can make use of any options available during a rest that affects only you and the creatures with you.

Once you use this ability, you cannot use it again until you complete a long rest.

Pact Boon: Pact of the Sack

Your patron gives you a large bag referred to as a Sack. The Sack has an interior space considerably larger than its outside dimensions, roughly 4 feet in diameter at the mouth and 4 feet deep. The bag can hold any amount of items as long as they can fit through its opening. The bag weighs 30 pounds and always appears full, regardless of its contents. Retrieving an item from the bag requires an action.









































Barbarian Santa - Conor Burke

The bag cannot be overloaded, pierced, or torn. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.

If you lose your Sack, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous Sack. The Sack turns to snow when you die and all the items contained within spill out.

Placing a Sack inside an extradimensional space created by a Handy Haversack, Portable Hole, or similar item instantly destroys both items. Inserting another extradimensional item into the Sack however, will immediately eject the item.

You can dismiss the Sack with no action, and summon it again to your hand as an action.

Eldritch Invocations

Winter's Steed

Prerequisite: Old Man Winter Patron, Pact of the Chain feature


As an action, you can turn your familiar into a magical Reindeer (statistics of a riding horse with a fly speed of 60 ft.).

Your familiar will stay in this form for an hour or until you end this effect early with no action.

Once you use this ability, you cannot use it again until you finish a long rest.

Regift

Prerequisite: Old Man Winter Patron, Pact of the Sack feature


If you are subject to spell or magical effect. You can use your reaction to attempt to grab it with your Sack.

Make a Charisma saving throw against the effects save DC or 8 + the effects attack modifier. On a success, you capture the magic of the effect.

You can then release it as part of the same reaction or save it for later to release as an action using your spell save DC or spell attack bonus in place of theirs.

Once you use this ability you cannot use it again until you finish a short or long rest. Any magical effect stored in the Sack during a short or long rest dissipates.

The List

Prerequisite: Old Man Winter Patron, Pact of the Tome feature


You can cast detect evil and good at will, without expending a spell slot. And it's range increases up to 1 mile and it does not require concentration.

Once you use this ability you cannot use it again until you have finished a short or long rest.

Just Deserts

Prerequisite: Old Man Winter Patron, Pact of the Blade feature


If a creature you can see within 30 feet of you has committed a crime or violence that you know of within the last hour, all attacks against that creature with your pact weapon deal an additional 1d8 points of cold or fire damage (your choice).


Credits

Designed by d'Artagnan on DMs Guild, /u/dArtagnanDnD on reddit, or dArtagnanDnD on patreon and dArtagnanDnD on Twitter.

  • Made with "GM Binder".
  • Made with reference and for use with Dungeons and Dragons 5th Edition, created by Wizards of the Coast.
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