Paladin
Base Class: Paladin

A woman stands at the foot of a battlefield. Her eyes scan the horizon, and she turns to look at the rotting corpse before her. Anger flairs in her eyes, and the icy aura she emits intensifies. She has to know who did this. She has to know who broke the natutal order here. She reaches down, and yanks the corpse's spirit back into it's body. Time to get some answers.

Those who make an Oath of Death swear to uphold the natural order. They wander about, seeking to ensure that the world does not devolve into chaos and insanity. It is their duty to ensure that the lives of the people is not interrupted, and that, should they die; they will reach their intended afterlife.

Tenets:

Pass The Torch. Ease the passing of souls into the afterlife, and honor the memory of others.

Help Creation. Protect those who cannot yet fight for themselves, and those who are helping to nurse a new being.

Kill the Breathless. Lead those who have been denied death into the next stage of their existence. 

Bear Fruits. Celebrate life with others, and aid the next generation.

Oath of Death Spells

An Oath of Death Paladin gains the following Oath spells.

Paladin Level Spells
3rd healing word, inflict wounds
5th misty step, spike growth
9th sleet storm, mass healing word
13th ice storm, resilient sphere
17th cone of cold, reincarnate

Channel Divinity

An Oathbreaker paladin of 3rd level or higher gains the following two Channel Divinity options.

Icy Grave. As a bonus action, you can emit an aura of icy death for 1 minute. All enemies within 30 ft of you are treated as undead for the purpose of determining smite damage, and for the duration (1 minute), the damage dice for your smites become d10 instead of d8. While this aura is active, you ignore resistance to cold damage and treat immunity as resistance. When you smite while this aura is up, your smites deal cold damage. 

It is our job to ensure that everyone reaches the next stage of their existence.

Life's Flame. As a reaction when you take damage, you can spend a number of hit dice equal to your Charisma Modifier (minimum of 1) and reduce the damage you take by the number rolled.

Life protects and grows, but death is absolute.

Aura of Bifröst

Starting at 7th level, the paladin, as well any allies within 10 ft. Gain an extra 1d4 cold damage on weapon attacks. Additionally, you and all allies within 10 ft. gain resistance to necrotic damage. 

 

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

Birth of Demise

At 15th level, Whenever a friendly creature deals Radiant or Fire damage to a creature, you can use your reaction to make a melee weapon attack. 

Deluge of the Bifrost Lord

At 20th level, you can summon the essence of Bifröst. As an action, you can summon a massive Bifröst storm. The storm is a 60 ft. sphere centered on you, and it moves with you. All enemies within the sphere have disadvantage on saving throws and attack rolls. Additionally, all enemies within the Bifrost storm must make a Constitution saving throw at the beginning of the next three subsequent turns. 

If an enemy fails the first saving throw, their speed becomes 0 as Bifröst coats their legs, anchoring them in their position. On a success, the creature's speed is halved.

If an enemy fails the second saving throw, Bifröst covers their eyes and they become blinded. On a success, nothing happens.

 

If an enemy fails the third saving throw, they become vulnerable to Cold and Necrotic damage and are [condition]stunned[/stunned]. On a success, they become vulnerable to Cold and Necrotic damage, but are not stunned.

 

All effects caused by the save last for the entire duration and end immediately after this feature is deactivated.

 

You must maintain concentration while utilizing this feature (as if you were concentrating on a spell).

 

You can use this ability once per long rest, and it can be activated additional times by expending a 5th level spell slot.

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