Base Class: Paladin
Tenets of the Cold's Silence
The Oath of the Cold's Silence binds a paladin to Ulutiu, the Eternal Sleeper, who cherishes silence and protection. The tenets are whispered, never to loud to disturb the silence.
-
Keep the Silence. Do not profane still places with cruelty or needless noise.
-
Be the Cold Shelter. Your presence should steady fear like frost stills a shaking leaf.
-
Hunt the Burning. Track fiends, arsonists, and warmongers—those who “bring the blaze.”
-
End the Chase Cleanly. A swift end is mercy; lingering pain is fire’s worship.
Level 3: Breath of the Frozen Warrior
As a Magic action, you can expend one use of your Channel Divinity to exhale killing cold in a 15-foot cone. Each creature of your choice in the cone must make a Constitution saving throw against your Paladin spell save DC. On a failed save, a creature takes 2d10 + your Paladin level cold damage and its Speed is halved until the start of your next turn. On a successful save, it takes half damage and suffers no Speed reduction.
Level 3: White Trace
When you take the Attack action, you can expend one use of Channel Divinity to mark one creature you can see within 60 feet. For 1 minute, you gain these benefits against the marked creature:
-
You have Advantage on attack rolls against it.
-
It can’t benefit from being Invisible against you, and it can’t be Hidden from you. (If it is Invisible or Hidden, you perceive its location and can target it normally.)
-
If the creature drops to 0 hit points before the minute ends, you can transfer the mark to a different creature you can see within 60 feet without using an action (no more than once per turn).
The mark ends early if you are Incapacitated or if you mark a different creature with this feature.
Level 3: Oath of the Cold's Silence Spells
The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of the Cold's Silence Spells table, you thereafter always have the listed spells prepared.
| Paladin Level | Spells |
|---|---|
| 3 | Ice Knife, Hunter's Mark |
| 5 | Calm Emotions, Dragon's Breath |
| 9 | Counterspell, Dispel Magic |
| 13 | Ice Storm, Aura of Life |
| 17 | Cone of Cold, Conjure Elemental |
Level 7: Winter Aura
You and your allies within your Aura of Protection gains Resistance to Cold and Fire damages.
In addition, you and affected creatures in the aura ignore difficult terrain created by ice or snow.
Level 15: Frozen Stillness
Whenever a creature damages you or one of your allies within 30 feet of you that you can see, you can take a Reaction to Reduce its Speed to 0 and cannot take Reactions until the end of your next turn.
Additionally, whenever you deal damage, you can change its type to Cold damage.
Level 20: Frozen Warrior
As a Bonus Action, you embody still coldness and gain the benefits below for 10 minutes or until you end them (no action required). 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).
Cold Warrior. You gain Immunity to Cold damage.
Snow Storm. You have Blindsight in your Aura of Protection, and your ennemies see this space as under the Fog Cloud. At every start of yout turn, you can chose creatures up to your Charisma Modifier (minimum 1) in your Aura of Protection, which have to make a Constitution Saving Throw, taking 1d6+Your Charisma Modifier Cold damages and their Speed reduced by 10 feet, taking half damage only on a success.
Stillness. If you had not move last turn, the Snow Strom is getting stronger. The damages increase of one dice size (1d6 becomes 1d8, 1d8 becomes 1d10) up to 1d12, then the dice number increase.
Frozen Warrior
As a Bonus Action, you embody still coldness and gain the benefits below for 10 minutes or until you end them (no action required). 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).
Cold Warrior. You gain Immunity to Cold damage.
Snow Storm. You have Blindsight in your Aura of Protection, and your ennemies see this space as under the Fog Cloud. At every start of yout turn, you can chose creatures up to your Charisma Modifier (minimum 1) in your Aura of Protection, which have to make a Constitution Saving Throw, taking 1d6+Your Charisma Modifier Cold damages and their Speed reduced by 10 feet, taking half damage only on a success.
Stillness. If you had not move last turn, the Snow Strom is getting stronger. The damages increase of one dice size (1d6 becomes 1d8, 1d8 becomes 1d10) up to 1d12, then the dice number increase.
Activate Frozen Warrior
While your Aura of Protection is infused with holy power, it grants the following benefits:
Cold Warrior. You gain Immunity to Cold damage.
Snow Storm. You have Blindsight in your Aura of Protection, and your ennemies see this space as under the Fog Cloud. At every start of yout turn, you can chose creatures up to your Charisma Modifier (minimum 1) in your Aura of Protection, which have to make a Constitution Saving Throw, taking 1d6+Your Charisma Modifier Cold damages and their Speed reduced by 10 feet, taking half damage only on a success.
Stillness. If you had not move last turn, the Snow Strom is getting stronger. The damages increase of one dice size (1d6 becomes 1d8, 1d8 becomes 1d10) up to 1d12, then the dice number increase.
Comments