Paladin
Base Class: Paladin

Savants whose hearts are distant to the world, who keep their feelings shut away from others, may manifest the icy cold embrace of winter around them. Those who break past their icy shells will find stout allies who can approach any problem with a level head and cool rationality.

 

Channel Conviction

At 3rd level, you gain the following two Channel Conviction options.

Manifest Soul. As an action, you can manifest the element of your soul around a weapon. A limb used for unarmed strikes is a viable option. For 1 minute, your weapon attacks and creations ignore any resistance to cold damage.

You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.

Touch of Winter. As an action, you can use your Channel Conviction to instantly freeze the surrounding area. The area within 60 feet of you becomes difficult terrain for creatures other than you as jagged ice spreads across it. If you touch a body of water, you instantly freeze the surface and as deep as 10 feet of the water. Any creature occupying this space is pushed to nearest unfrozen square. The ice remains for 1 minute until it thaws.

Ardent Creations

You gain oath spells at the paladin levels listed.

Oath of Devotion Spells

Aura of Winter

Starting at 7th level, creatures of your choice within 10 feet of you has their speed reduced by 10 while you are conscious.

At 18th level, the range of this aura increases to 30 feet.

Bitter Chill

Beginning at 15th level, your creations grasp enemies in the cold throes of winter.

While a creature is under the effects of a creation you have used that either reduces its speed or incapacitates its, it suffer cold damage at the start of its turn equal to your Charisma modifier (minimum of one). If damage would normally allow the creature to make a saving throw, this damage does not trigger such effects.

Diamond Dust

At 20th level, you can manifest your inner cold in a veil of frost and snow. For 1 minute, you gain the following benefits.

  • You are immune to cold damage.
  • Creatures within range of your Aura of Winter now suffer damage from Bitter Chill as if it was a creation.
  • Creatures that move into or start their turn in your Aura of Winter must make a Strength saving throw against your creation save DC. On a failed save, the creature's speed is 0 until the end of your next turn.
  • Immediately when you use this feature, you use armor of agathys on yourself as a 5th level creation without expending a creation slot. As a bonus action on your turn, you can use armor of agathys as a 2nd level creation without expending a creation slot.

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

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