Base Class: Paladin
While clanwardens guard dwarf cities and clanholds and Wardens guard the cities of man, as a last line of defense, Frostwardens serve as a living early warning system against threats from both the environment and other creatures. Frostwardens are typically adventurers or retired militia members who wish to explore the furthest reaches of the frozen north. They travel deep into Icewind Dale and among other frozen reaches other and survive on their own, far from civilization. There they search for new resources, threats, or other interesting findings, and send reports back to their city comrades. Frostwardens are considered the first line of defense against invasions or other threats, and as such they must be both physically hardy and able to survive in the wilderness for an extended period. A warden’s first duty is to find out the nature of any threats to the community, then stay alive long enough to make sure his city is warned and can prepare. If a person can meet these criteria, whether through magic or might, he is welcomed among the Frostwardens. Unlike most NPCs, a Frostwarden spends most of his time away from other people and far from populated communities. Many join with adventurers for a time as patrons or guides.
Oath Spells
You gain oath spells at the paladin levels listed in the Oath of the Frost Wardens table. See the Sacred Oath class feature for how oath spells work.
Oath of the Frost Wardens Spells
| Paladin Level | Spells |
|---|---|
|
3rd |
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5th |
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9th |
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13th |
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17th |
Channel Divinity
When you take this oath at 3rd level, you gain two Channel Divinity options:
White Out. As an action you create a swirling cloud of snow that surrounds you and heavily obscures the area for 20 ft. in all directions, following as you move. You and all creatures within 5 ft. of you treat this snow as lightly obscured. This snow lasts 10 minutes, spreads around corners, and cannot be dispersed unless you choose to end it.
Fury of the Frost Giants. As a bonus action, you channel the powerful might of the Frost Giants to bolster your attacks for 1 minute. Once per turn for the duration, when you hit a creature with a weapon attack, you can choose to push the target 10 ft. away from you.
Rules Tip: Visibility
Snow and other effects can obscure vision for you, your enemies, and your allies. When you heavily obscure an area using your White Out Channel Divinity option, all creatures within the area have their vision completely blocked, and creatures outside the area can’t see in. Creatures that can’t see automatically fail ability checks that require sight. Also, attack rolls against creatures that can’t see have advantage, and their own attack rolls have disadvantage.
Creatures in a lightly obscured area have disadvantage only on Wisdom (Perception) checks that rely on sight.
Aura of of Frost
Starting at 7th level, you constantly emanate a frozen aura surrounding you in a spectral frost. The aura extends 10 feet from you in every direction, but not through total cover.
You can’t be charmed or frightened by elementals or beasts, and you are immune to poison and disease.
Add your Constitution bonus to AC instead of his Dexterity, if the character’s Constitution bonus is higher. The Frost Warden loses this bonus to his Armor Class whenever he would normally be denied his Dexterity bonus to AC.
Permafrost
At 15th level, you gain the ability to cover your weapons in ice. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 4d6 cold damage to the target. When you reach 18th level, the extra damage increases to 6d6.
Ancient Wardens
At 18th level, you learn to channel the spirits of the ancient Frost Wardens to briefly become a paragon of the forgotten heroes. As an action, you embrace these spirits of the sea to gain the following benefits for 1 minute:
- You have advantage on Strength (Athletics) checks and you gain a climbing speed equal to your walking speed. If you already have a climbing speed, it is doubled.
- If you are within 5 feet of a creature and no other creatures are within 5 feet of you, you have advantage on attack rolls against that creature.
- You can take the Dash or Disengage action as a bonus action.
- You have advantage on Constitution checks and Constitution saving throws against effects you can see.
Once you use this feature, you can’t use it again until you finish a long rest.
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