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Paladin Subclass: Oath of Winter

Paladin Subclass: Oath of Winter


Hit Points

Hit Dice: d10 per Paladin Subclass: Oath of Winter level
Hit Points at first Level:
Hit Points at Higher Levels:

Proficiences

Armor:
Weapons:
Tools:
Saving Throws:
Skills:

Overview & Creation

The Oath of Winter was originally a concord between a paladin and an ancient being of ice, Father Winter. With this treatise, the paladin swears to stand vanguard against the cold, protecting the innocent from the ravages of winter’s ice and the horrors of the bitter north. Even as Father Winter has faded into obscurity with the march of centuries, the order of paladins sworn to this oath has remained, their concord and duty neverending.  

TENETS OF WINTER
Your concord with Father Winter, enumerated in your oath, is based on the following principles:   Winter's Snow. Though the winter is long and harsh, it is not altogether evil. Your concord with Father Winter himself is proof of that.   Winter's Wind. With the coming of winter frosts are harsh dangers and frigid creatures not found in the summer. It is your duty to protect the innocent from this peril.   Winter's Throne. To seek to unseat Father Winter from his throne of ice is to break your vow. No matter the evils of his reign, you must not break your concord. Seasons change, but your oath does not.


Subclass Options

OATH SPELLS
You gain oath spells at the paladin levels listed.
Paladin Level---------------------Spells
1st------create or destroy water, fog cloud
3rd--------------------hold person, shatter
5th-----------------------sleet storm, slow
7th--------------------fire shield, ice storm
9th--------------cone of cold, hold monster
 
CHANNEL DIVINITY
When you take this oath at 3rd level, you gain the following two Channel Divinity options.   Ice Armor. As a bonus action, you can use your Channel Divinity to wreath your armor in a thick layer of protective ice. You gain a number of temporary hit points equal to twice your paladin level + your Charisma modifier. You subtract fire damage from your temporary hit points as if you were vulnerable to it, but if fire damage reduces your temporary hit points to zero, you take no additional damage from it, as your melting ice neutralizes the excess heat.   North Wind. You can use your Channel Divinity as an action to breathe a hoary wind. Each creature within a 30-foot cone must make a Constitution saving throw. On a failed save, a creature takes 2d6 cold damage for each point of your proficiency bonus, and its speed is halved until the beginning of your next turn. On a successful save, a creature takes half as much cold damage and its speed is not halved. A creature killed by this ability becomes a frozen statue until it thaws.  
FRIGID AURA
Beginning at 7th level, you emanate bitter cold and draw heat from the room. You and friendly creatures within 10 feet of you have resistance to cold and fire damage. At 18th level, the range of this aura increases to 30 feet.  
ICEFLESH
By 15th level, when you take damage or are blinded, deafened, paralyzed, petrified, or poisoned, you can freeze the blood in your veins, delaying the effect. The damage or condition is suspended for 1 minute, after which it resumes and affects you normally. This ability pauses the duration of spells that affect only you to impose a condition, and the spellcaster doesn’t need to maintain concentration on such a spell until the effect resumes. You can only freeze one condition or instance of damage at a time. Once you use this ability, you can’t use it again for 1 minute.  
FATHER WINTER
Starting at 20th level, you can invite upon yourself the purest cold, becoming an effigy of Father Winter. For the next hour, you gain the following benefits:   • You are immune to cold damage.   • When a creature within 5 feet of you deals damage to you while you are not incapacitated, it takes 2d10 cold damage.   • You emit a frigid 10-foot radius aura that freezes the ground around you. The area of this aura is difficult terrain. You can choose for creatures to be unaffected by it.   • On your turn, you can draw the heat from the room, extinguishing any nonmagical fires you can see within 30 feet (no action required.)   Once you use this feature, you can't use it again until you finish a long rest.
 


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