Base Class: Paladin
The Oath of the Glacier resonates with paladins whose home is in the frozen wastelands of the tundra. These paladins do not simply live within this cold hellscape, they embrace it with all of their being. Those who take this oath take pride in their ability to outlast in their element even the most seasoned of explorers.
Where most would perish if they found themselves in this climate but for a moment, the Oath of the Glacier paladin thrives.
Tenets of the Glacier
A paladin who takes this oath swears to protect those who would shiver in the night.
Steadfast. You must be resolute and unwavering like the glaciers for which you take this namesake. You are the wall between the wilderness in the hearts of man.
Shelter. Not all are as fortunate as you. Take in those that would not be able to endure on their own. Protect them and keep them safe.
Survive. Above all, you must survive.
Oath Spells
You gain oath spells at the paladin levels listed in the Oath of the Glacier Spells table. See the Sacred Oath class feature for how oath spells work.
Oath of Redemption Spells
| Paladin Level | Spells |
|---|---|
| 3rd | ice knife, armor of agathys |
| 5th | rime's binding ice, snilloc's snowball swarm |
| 9th | sleet storm, glyph of warding |
| 13th | ice storm, control water |
| 17th | cone of cold, wall of force |
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Glacial Movement. You can use your Channel Divinity to invoke the immovable nature of a glacier. As an action, you cause a layer of ice to condense on the feet of a creature within 30 feet of you that you can see. The creature must succeed on a Strength saving throw or be restrained. While restrained, the creature repeats the saving throw at the end of each of its turns. On a success, it frees itself and the ice vanishes.
Pity the Unbalanced. You can use your Channel Divinity to cause the terrain around you to resemble your winter home. As an action, an area 15 feet around you becomes a field of ice. When you use this Channel Divinity, you can designate any number of creatures you can see to be unaffected by it. An affected creature's speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it makes a Dexterity saving throw. On a failure it falls prone.
Aura of the Icecap
Starting at 7th level, become a beacon of the tundra. You and friendly creatures within 10 feet of you gain resistance to cold damage. In addition, enemy creatures within 10 ft. of you gain vulnerability to cold damage.
At 18th level, the range of this aura increases to 30 feet.
Slow and Creeping
Beginning at 15th level, a creature targeted by your Glacial Movement Channel Divinity must succeed on its Strength saving throw within 1 minute or become petrified in ice. This time limit is halved for a creature under the effect of Glacial Movement and in the area of Pity the Unbalanced.
Everlasting Embrace of Winter
TBD
Comments