The Elder Dragon of Ice (5e Subclass)

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The Elder Dragon of Ice[edit]

Jormag, the Whisperer in the Ice

Warlock Subclass

Jormag is the Elder Dragon of Ice and Persuasion, and this makes them perhaps the most dangerous of their kind. While their capabilities in raw destruction and corruption are equal to their siblings, Jormag is capable of something the others are not; manipulation. Jormag speaks to lesser beings, presenting themselves in whatever manner would be most seductive to their targets. They lure their foes into traps, convince them to lower their guard, even persuading them to join Jormag. The Ice Dragon has an uncanny ability to frame things as though by opposing it or attacking it, it is you who are committing an evil act, not them. By this method, Jormag seduced many Norn to their side, even as they displaced the Norn from their ancestral homelands. This makes Jormag the only Elder Dragon to have both its corrupted servants, the Icebrood, and a strong power base of mortal cults (though these often become Icebrood themselves).

Expanded Spell List[edit]

Jormag grants you the ability to add the following spells to the Warlock spell list, and you may choose them when selecting spells.

Spell Level Spells
1st dissonant whispers, ice knife
2nd detect thoughts, rime's binding ice
3rd fast friends, spirit shroud
4th compulsion, ice storm
5th cone of cold, dominate person

(Note: Spirit Shroud may only be used to deal Cold damage)

Seductive Whispers[edit]

Starting at 1st level, your tongue becomes almost as silvered as Jormag’s themself. You gain proficiency in persuasion and deception. If you already have proficiency in either, or later gain proficiency in either, instead double your proficiency bonus.

Cold Hearted[edit]

At 1st level, once per turn when you deal damage to a target who is frightened or charmed by you or an ally, you deal extra cold damage to that target equal to your Warlock level.

Seed of Doubt[edit]

Starting at 6th level, when you are targeted by an attack, you may use your reaction to force the attacker to come to terms with what they are doing and their likely flawed motivations. The attacker must make a charisma save against your Warlock spell save DC. On a failure their attack fails and they immediately end their turn as they are forced to contemplate whether they should really be doing this. On a success they take 2d8 psychic damage and suffer no other effect. If the target succeeds, they cannot be targeted by this ability again for 24 hours. If the target fails, this ability is expended and you do not regain it until a short or long rest. This ability does not work against anything with an intelligence of 3 or lower. Additionally you gain resistance to cold damage.

Mouthpiece.[edit]

At 10th level, you may call upon Jormag to speak through you. If you spend a minute or more conversing with someone, and neither you nor your companions make any overtly aggressive moves, Jormag’s whispers begin chipping away at their will. They have disadvantage on the next wisdom or charisma saving throw they make against an effect caused by you. If this results in a failed save against a fear or charm effect, when that effect ends the target has no awareness of being magically manipulated. If you are speaking with multiple people at once this ability effects only one of them.

Final Transformation[edit]

At 14th level, none who gaze upon you now can doubt your allegiance to Jormag. You may not physically change much, except for your natural body looking and feeling as though it were carved from pure corrupted blue ice. Or you may choose to go through more drastic changes. Either way, you may as a bonus action cause frosty wings to burst from your back, granting you a flying speed of 30ft. until you will the wings to vanish. As an action you may create a field of corrupted ice. Select a point you can see within 60ft. A 30ft. radius field of corrupted ice coats the surface there. The entire area is considered difficult terrain. Anyone who enters this field for the first time on their turn or starts their turn there must make a dexterity saving throw against your spell save DC or fall prone. Additionally, whether they make their save or not, they take 4d10 cold damage. This field persists for 1 minute. You may use this ability once, regaining its use on a long rest. Additionally you gain immunity to cold damage and vulnerability to fire.


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