Base Class: Paladin
The Oath of Winter is a concord between Gom and Helm, and an empowerment in the fight to resist Auril and protect the people of the Tentowns. With this treatise, the paladin swears to stand vanguard against the cold and shield the people of Tentowns from the predations of the cruel Winter Queen. So long as the paladin upholds this concord, he is made a force to defend the innocent against an unnatural onslaught of Winter.
Tenets of the Winterguard
Your concord with Helm is based on the following principles:
Winter’s Shield. Though the winter is long and harsh, it is not altogether evil. You will assay to help those beset by the long snows to endure.
Winter’s Bastion: With the coming of winter frosts are harsh dangers and frigid creatures not found in the summer. It is your duty to protect the innocent from this peril.
Winter Place: To seek to unseat Auril from her throne of ice would break your vow. But you must seek to reassert the natural order of seasons.
*Note: You will need to negotiate a release from this vow should you choose to leave Icewind Dale.
Oath of the Winterguard Spells
Paladin Level Spell
3rd armor of agathys, ice knife
5th shatter, icy sphere
9th protection from energy, sleet storm
13th blight, ice storm
17th cone of cold, wall of ice
Channel Divinity
North Wind. You can use your action to breathe a hoary wind, expending your Channel Divinity. Each creature within a 30-foot cone must make a Constitution saving throw. On a failed save, a creature takes 2d8 cold damage for each point of your proficiency bonus, and its speed is reduced by half until the beginning of your next turn. On a successful save, a creature takes half as much cold damage.
A creature killed by this ability becomes a frozen statue until it thaws.
Gelid Aura
Beginning at 7th level, you emanate cold and draw heat from the room. You and friendly creatures within your aura of protection have resistance to cold and fire damage.
Winds of Preservation
At 15th level, you project a protective wind within your aura. You can use your reaction to half the damage of a successful attack on yourself or any ally within your aura of protection.
Ice Titan
Starting at 20th level, you can call upon your bond with Helm to become a unique form of the Helmed Horror called an Ice Titan.. Once you use this feature, you can’t use it again until you finish a Long Rest. You can also restore your use of it by expending a level 5 spell slot (no action required). For the next 10 minutes, you gain the following benefits:
- You are immune to cold damage.
- Magic Resistance. The ice titan has Advantage on saving throws against spells and other magical effects
- On your turn, you can draw the heat from the room, extinguishing any nonmagical fires you can see within 30 feet (no action required.)
- Creatures which deal damage to you with a melee weapon attack immediately take 2d10 cold damage.
- The ground surrounding you rapidly ices over. Spaces adjacent to you are considered difficult terrain for creatures that you choose.
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