Paladin
Base Class: Paladin

While this is an archetype of paladin, it is one of a few subclasses that is referred to as a "Death Knight". These necrotic warriors are the dark side of paladins, reveling in death and darkness, but still following certain oaths and codes, just like their lighter counterparts.

Combining martial prowess with supernatural cold, frost death knights leave their enemies chilled to the bone - and broken of the will to fight. Unlike mages who learn to harness frost magic to great effect, these death knights are born of it, rime gripping their decaying hearts. These frozen warriors strike with ferocity and inflict deathly cold upon anyone who would stand against them.

Tenets of Frost
A death knight who takes this oath has the following tenets automatically emblazoned in runes on their weapon or armor upon accepting the oaths. Passing a piece of equipment on to another who has not taken the oath of frost causes the runes to fade.

Eternal Hunger. You thirst to be surrounded by death and cold, be it that of your enemies or of innocents. It is not merely enough that your enemies die, but that they are stopped in their tracks as they do.

Numb the Pained. None should suffer in your presence. You try to end fights as quickly as possible, and see nothing wrong with mercy killing.

Loyal to the Necropolis. You must obey direct orders from the nearest necropolis's government. If you should find yourself in conflict with the High Lich, you have the moral obligation to slay them and take their place in the hierarchy.

Oath of Frost Spells

 You gain oath spells at the paladin level listed.

Paladin Level Spells
3rd Ice Knife, Fog Cloud
5th Hold Person, Gentle Repose
9th Sleet Storm, Slow
13th Ice Storm, Blight
17th Cone of Cold, Hold Monster

Necrotic Smites

Starting at 3rd level, any radiant ability granted by your base paladin skills now does necrotic.

Channel Divinity

When you take this option at 3rd level, you gain the following two Channel Divinity options.

Path of Frost. You can use your Channel Divinity to cause frost to form under the feet of yourself and your allies. For an hour, you and all allies within 30 feet of you may walk across water as if it were solid ground, and deal 1d4 cold damage to prone creatures if within 5 feet of them.

Call of Winter. You can use your Channel Divinity to call upon a the powers of the cold to encase an enemy in ice. As an action you cause the moisture in the air to freeze around an enemy you can see within 30 feet of you. The creature must succeed on a Constitution saving throw or be paralyzed for a minute. However during this minute the creature is immune to all damage and cannot be moved.

Aura of Cold

Beginning at 7th level, magics of ice and winter surround you, warding you from the harsh cold. You and friendly creatures within 10 feet of you have resistance to cold, fire and necrotic damage and are not affected by changes of temperature.

At 18th level, the range of this aura increases to 30 feet.

Winter's Sanctuary

Starting at 15th level, you have advantage on death saving throws. Also, when a creature hits you with a melee attack they take cold damage equal to your Charisma modifier (minimum of 1).

Remorseless Winter

At 20th level, you emanate the winds of winter, dropping the temperature around you, your skin turns blue and hair turns white. Using your action you gain the following benefits for 1 minute:

  • The area of your aura is considered difficult terrain for hostile creatures.
  • You are immune to cold and fire damage.
  • You have the benefits of the Haste spell for the duration.

Once you use this feature, you can't use it again until you finish a long rest.

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