Base Class: Paladin
In the grand tapestry of fate, there are those who wield the threads of elemental power with purpose and authority. Paladins who swear the Oath of the Harbinger align themselves with the enigmatic figures known for their mastery over the elements, reminiscent of the powerful beings from a distant realm
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Channel Divinity: Frozen Heart
When you use your channel divinity you imbue your weapon with relentless cold. For the next minute, you deal an additional 1d6 cold damage with your attacks, enemies stricken by your weapon have their movement speed halved until the start of your next turn
Channel Divinity: Miasma of The Mind
As an action you focus on hindering a creature’s thoughts and actions. Target creature must make an Intelligence save against you Paladin save DC or it suffers a penalty on each of its attacks rolls and it’s INT, WIS, and Cha saving throws equal to your Proficency bonus. This lasts for and a creature can repeat the saving throw at the end of their
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Harbinger Spells
| Paladin Level | Spells |
|---|---|
|
3rd |
Armour of Agathys, Ice Knife |
|
5th |
Rime's Binding Ice Hold person |
|
9th |
Tidal Wave Haste |
|
13th |
freedom of movement confusion |
|
17th |
Cone of cold Steel Wind strike |
Aura of Frostbite
At 7th level, you gain the ability to emanate an aura that channels the power of the elements, your allies gain the following
At 18th level, the range of this aura increases to 30 feet.
Harbinger's Command
Starting at 15th level, you can exert your will over the battlefield, commanding the elements to bend to your desires. As an action, you can unleash the Harbinger’s Command, creating a zone of dominance within 30 feet of you. The zone lasts for 1 minute or until you lose concentration. Once you use this feature, you can’t use it again until you finish a long rest.
Avatar of the North
At 20th level,
As an action, you can transform into an avatar of the freezing north for 1 minute. While in this state, you are immune to cold damage, and you weapon attacks deal an additional 1d8 cold damage. In addition, freezing winds burst out from you. Every creature of your choice within 15 ft of you must make a constitution save at the start of their turn. If they fail, they take 5d8 cold damage and have their speed reduced to 0 until the start of their next turn. If they succeed, they take half as much damage and their speed is halved
Once you use this feature, you can’t use it again until you finish a long rest.
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