Paladin
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
 
Elemental Resilience:
Allies within the aura gain resistance to the Cold damage type
 
 
Elemental Empowerment:
Once on each of their turns, allies within the aura can add your Charisma modifier to one damage roll of a spell or weapon attack that deals damage of the Cold elemental type.
 
Elemental Warding:
Allies within the aura have advantage on saving throws against spells and effects that deal Cold

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.
Harbinger’s Presence:
Allies within the zone gain advantage on saving throws against being frightened or charmed. Additionally, they can add your Charisma modifier to attack rolls and damage rolls for spells and attacks of the Cold elemental damage type.

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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