Base Class: Paladin
The Oath of the Shivering is one of the three branching elemental paths of the Order of the Elements. While the oath's of fire and lightning are focused heavily on the projection of one's own emotions, the Oath of the Shivering focuses on concealing your emotions. And whereas the Oath of fire aims to purge evil, and the oath of lighting pledges to strike down criminals with justice, the Oath of the shivering focuses more on helping ordinary citizens, or people who cannot defend themselves from, evils that wish to do them harm. They are the most defensive of the three elements and usually do not attack unless they are provoked, or they see someone in need. They make sure to keep a saving face, so they can calm down those who are shaken by wrongdoings done to them.
Tenets of the Shivering
The tenets of the Oath of the Shivering all revolve around the protection of the weak and innocent, and the concealment of their own emotions to calm victims. Paladins who uphold these tenets are ready and willing to give their life to protect the guiltless from people, or monsters, who wish to do them harm. These Paladins are often of any good alignment, but can be lawful neutral. These are their tenets.
Be the Shield for The Weak. As long as I can help it, there will be no evils committed against the innocent, and no harm shall fall upon the weak.
Let Go of Your Emotions. While I can still show emotion, I must never let my anger or my sadness cloud my judgement.
Never Give Chase. I will always stay by the side of the victim, and will not let anymore harm come their way, and if i must, I will defeat the ones who wronged them.
Show Compassion for Those Who Have Redeemed Themselves. If an evil doer truly learns the error of their ways, and does not wish to return to that way of life, then I must show them how to act with compassion for their fellow man.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Glacial Protection. As an action, you can use your channel divinity to encase your body with a strong coat of ice. For 1 minute, not only do you gain a +1 to your armor class, you can also use a reaction to cause ice spikes to hit any enemy that strikes you with a melee attack. This damage is equal to 1d6 cold damage.
You can end this effect on your turn as a part of any other action. If you fall unconscious, this effect ends.
Cold Demeanor. As a bonus action, you can use your channel divinity to slow down a fleeing enemy. When you use this channel divinity on a creature within 60 feet of you, that creature must make a Constitution saving throw and, if the creature is fleeing from the party, it makes this saving throw with disadvantage. If it fails, the creature's movement speed is reduced to half, and every turn after that it loses 10 feet of movement. This ability stops once the creature reaches 5 feet of movement. The creature can repeat its saving throw with disadvantage on each of its turns.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of the Shivering Spells
| PALADIN LEVEL | SPELLS |
|---|---|
|
3rd |
ice knife, armor of agathys |
|
5th |
snilloc's snowball swarm, gust of wind |
|
9th |
slow, sleet storm |
|
13th |
ice storm, compulsion |
|
17th |
cone of cold, control winds |
Aura of Frost
Starting at 7th level, you and friendly creatures within 10 feet of you gain a resistance to cold damage. Also, if an ally within this aura is knocked unconscious, you can use your reaction to cast Cure Wounds on them without spending a spell slot. You can do this an amount equal to your Charisma Modifier (minimum of 1) per long rest. Your cold damage is also able to overcome a creature's resistance to cold damage. If the creature is immune to cold damage, that immunity becomes a resistance.
At 18th level, the range of this aura increases to 30 feet.
Icy Physique
Starting at 15th level, your skin has a thin sheet of ice attached to it, making you resistant to bludgeoning, piercing, and slashing damage from non-magical weapons.
Avatar of Desolation
At 20th level, as an action, you can become encased by hardened magical ice. Using your action, you undergo a transformation. For 1 minute, you gain the following benefits:
- At the start of each of your turns you gain 10 hitpoints.
- You and your allies are not affected by difficult terrain.
- You become immune to cold damage.
- As an action, you can cause a 15-foot glacier to rise from the ground. Each creature caught by the glacier takes 3d12 ice damage and have to make a Constitution saving throw. If they fail, they are considered stunned.
- As an action, you can create a 60 foot area of slippery ice. This counts as difficult terrain for hostile creatures and emits a constant 5 cold damage to any enemy within this area.
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