Base Class: Paladin
The Frostbound Sentinel is an oath forged in the coldest reaches of the Frost Veil Expanse, born from the legendary battle against the Blighted Scourge. This oath originates with the heroic Freyja Stormfrost, a paladin of the Glacierborn, who was saved and empowered by the ancient white dragon Valtara. Paladins who take this oath swear to wield the cold and ice of winter to protect the Amethyst Isle and its people. Their powers are focused on defense, resilience, and control over the freezing elements.
Tenets of the Frostbound Sentinel
Paladins of the Frostbound Sentinel swear an oath to use their power for the protection of others, embodying the strength and resilience of winter. Their tenets include:
- Guardianship: Always protect those who cannot protect themselves. Stand firm as a shield in the face of danger.
- Strength Through Winter: Embrace the power of the cold to strengthen your body and mind, just as the frost hardens the land.
- Sacrifice for the Greater Good: The strength you wield is not for your own glory, but for the safety of those around you.
- Honor the Frost: Use the cold wisely, preserving its power for defense and protection, never to harm the Isle or its creatures.
Channel Divinity
Frozen Ward
As an action, you can use your Channel Divinity to conjure a shield of protective ice around yourself or an ally within 30 feet. For 1 minute, the target gains temporary hit points equal to your Paladin level, and if a creature hits them with a melee attack while these hit points remain, that creature takes cold damage equal to your Charisma modifier (minimum of 1).
Icy Shackles
As an action, you can use your Channel Divinity to summon icy chains that freeze enemies in place. Choose a creature within 30 feet. The target must succeed on a Strength saving throw or be restrained by icy shackles for up to 1 minute. The restrained creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.
Aura of Winter’s Guard
Starting at 7th level, your presence emanates a cold aura that shields and strengthens your allies. You and friendly creatures within 10 feet of you gain resistance to cold damage and have advantage on saving throws against being frightened.
At 18th level, the range of this aura increases to 30 feet.
Frigid Retaliation
Beginning at 15th level, your mastery of winter allows you to retaliate with ice when struck. When a creature within 5 feet of you hits you with a melee attack, you can use your reaction to deal cold damage equal to 2d8 + your Charisma modifier to the attacker. The creature's movement speed is reduced by 10 feet until the end of its next turn.
Valtara’s Champion
At 20th level, you can call upon the ancient white dragon Valtara to transform into a champion of winter’s fury. Using your action, you gain the following benefits for 1 minute:
- Wings of Frost: Icy wings sprout from your back, granting you a flying speed of 60 feet.
- Cold Immunity: You gain immunity to cold damage.
- Frost Aura: Creatures of your choice within 10 feet of you take 10 cold damage at the start of their turns.
- Chilling Strike: When you hit a creature with a melee weapon attack, that creature must succeed on a Constitution saving throw (DC = 8 + your proficiency bonus + your Charisma modifier) or be paralyzed until the end of your next turn.
Once you use this feature, you can’t use it again until you finish a long rest.







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