Base Class: Paladin
Note: The spell Armor of Agathys will not show up in the "SPELLS"-column in the dndbeyond character sheet, because it is licensed content, which can't be included in shared homebrew content at the moment. The spell Wall of Ice will not show up in the "SPELLS"-column in the dndbeyond character sheet, because it is a 6th level spell (for further information please refer to the "Oath of Devotion Spells"-section below). You have to keep track of these two spells through other means.
The Oath of Winter is not only devotion to the cold emotionless forces of nature and the death of living things, but also how that death is part of the eternal cycle of renewal and birth. It is devotion to the protection of that cycle. It is also devotion to the ability to appreciate the beauty of nature in even the most desolate and lifeless places.
TENETS OF WINTER
Though the exact words and strictures of the Oath of Winter vary, paladins of this oath share these tenets.
Heart of Winter. Like the cold uncaring winter nights, you are not swayed by sadness, joy, love, fear, anger, jealousy or any other emotion that may crack your stoic icy visage.
Implacable. When you are enraged, do not hold back, you are like the unstoppable avalanche or the furious ice storm, you cannot be matched, slowed or swayed.
Protect the Cycle. Just as winter is associated with death, it is also the doorway to spring, and the preserver of life for the next cycle of nature.
Foster Beauty. Beauty can be anywhere and within anything, from the lightly snow dusted branches of a tree, to the delicate frosty lace on glass, and the sparkling crystals floating in the crisp clear air.
Divine Coldness
The extra damage done by your Divine Smite and Improved Divine Smite is now cold damage instead of radiant damage.
Additionally you cannot slip on icy surfaces and do not treat icy or snowy terrain as difficult.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Fury of the Winter Storm. On your turn, you can enter into an implacable frenzy as a bonus action. This fury lasts for a number of rounds equal to your proficiency bonus + your constitution bonus. During this time, you can make a single melee weapon attack as a bonus action on each of your turns after this one. You also have advantage on saving throws against any spell or special ability meant to slow or stop you. When your frenzy ends, immediately make a DC 12 constitution saving throw. On a failed saving throw, you suffer one level of exhaustion.
Winter’s Grasp. You can use your action to attempt to freeze one target humanoid creature in place up to 60 feet away. The target humanoid creature must make a strength saving throw. If the target fails its saving throw, ice binds their feet and legs and they cannot move for up to one minute. At the end of each of their turns, the target can attempt a strength saving throw against your spell save DC, to break free. You can attempt to freeze an additional target at 13th level and a third target at 17th level.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Devotion Spells
| Paladin Level | Spells |
|---|---|
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3rd |
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5th |
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9th |
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13th |
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17th |
* The spells Spike Growth & Stoneskin visually manifest as ice but otherwise function the same as the spells in the PHB.
** For all intents and purposes the spell Wall of Ice is considered a 5th level spell for this oath and therefore uses a 5th level spell slot to cast.
Aura of Rime
Beginning at 7th level, the cold you emanate has become so intense and numbing that you and friendly creatures within 10 feet have resistance to fire damage. Also, any enemy creatures within 10 feet roll initiative with disadvantage.
At 18th level, the range of the fire resistance of this aura increases to 30 feet.
Veins of Ice
Starting at 15th level, you have resistance to cold damage. If a saving throw would allow you to take half damage from cold if you succeed, you instead take no damage.
Frozen Tomb
At 20th level, as an action you can cast the 9th level wizard spell Imprisonment, without needing material components.
The prison always takes the form of an irregular pillar of ice just large enough to contain the creature targeted. As the spell states, you can only imprison one creature at a time.
Once you use this feature, you can’t use it again until you finish a long rest.
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