Paladin
Base Class: Paladin

Misery and loss leave one cold, empty, grasping for life and light like a flower smothered by the icy dark of winter. You have felt this loss and bear it upon your soul as one who survived when others fell, or one who failed when it mattered most. The pale midnight moon and the endless snow are your heart’s companions now, calm and watchful, timeless and eternal in their vigil. Your oath is one of sorrow, but sorrow exists to be defied, to be overcome, to be wielded and forged into determination and undeniable purpose. The ice that covers your heart will be your weapon against the cruelties of this world, and the sharp bite of your tongue shall remind those who have forgotten. Each day you draw breath shall be a testament to your faith, for the divines reward those who refuse to break. Stand tall, despite the tears, and search for winter’s end.

Tenets of Sorrow
The tenets of the Oath of Sorrow are often difficult to uphold. Its principles present this path:
     Remember the Reason: Hold fast to the memories of what you have lost, and what has been taken from you.
     Grow Cold: Smother the fires of passionate fury, and instead act with grim determination and purpose.
     Seek the End: The source of your sorrow must be overcome, and the wrongs that have been done must be righted.

Oath Spells

You gain oath spells at the paladin levels listed in the Oath of Conquest Spells table. See the Sacred Oath class feature for how oath spells work.

Oath of Conquest Spells

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.

Frozen Heart. As an action, you can use your Channel Divinity to armor your body and soul with ice. For 1 hour, you gain temporary hit points equal to your Charisma modifier (minimum 1) plus half your paladin level (rounded up) at the start of each of your turns. While you have these temporary hit points, you gain advantage on saving throws against effects that would cause you to be charmed or would alter your memories.


Quiet Misery. You can use your Channel Divinity as a bonus action to cause a creature you can see within 60 feet of you to experience incredible despair, causing it to lose concentration on any spells it was concentrating on, and causing it to be incapable of speaking or casting spells with verbal components until start of your next turn.

 

Aura of Regret

Starting at 7th level, you can surround yourself with a 10-foot aura of chilling remorse while you’re not incapacitated. The aura extends 10 feet from you in every direction, but not through total cover.

Once per turn when a hostile creature within the aura deals damage, it must choose to either halve the amount of damage it deals, or to take cold or psychic damage (your choice) equal to your paladin level ({{(classlevel/2)@rounddown}}).

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

Moonlit Lamentation

At 15th level, your connection to the pale midnight light allows you to bring forth past memories. When you cast a spell of 1st level or higher, you can create a phantasmal memory in a space you can see within 30 feet of you, which occupies a 15-foot cube. When you do, choose either a joyful memory or a sorrowful memory to recreate.

     If you choose a joyful memory, you invoke an illusion of a better time now gone, which appears in a manner of your choosing, with visual effects and sounds. The illusion can be of something you remember, or something you’ve heard described, and can move as it replays events as you believe they took place.

     If you choose a sorrowful memory, you invoke a shadowy illusion that appears different to each observer, but is painful to hear and witness. Creatures that can see or hear the sorrowful memory must make a Charisma saving throw against your paladin spell save DC at the start of each of their turns. If a creature fails, it can’t voluntarily move closer to the memory during that turn.

     Each memory lasts up to 1 minute, or until you dismiss it (no action required). If you summon a memory in moonlight, it can last until touched by sunlight.

     If you create a second memory, the first vanishes.

Memento Mori

At 20th level, you can use your action to invoke the true nature of your oath, surrounding yourself with the cold of winter and the memories of what has been lost. For 1 hour, you gain the following benefits.


• When you deal damage to a creature, you can choose to halve that creature’s speed.
• Hostile creatures can’t target you with spells that require the caster to be able to see you.
• Your Aura of Regret, Aura of Protection, and Aura of Courage expand to a 120-foot radius.
• You can have any number of memories summoned using your Moonlit Lamentation feature, and friendly creatures are immune to sorrowful memories.

Once you use this feature, you can’t do so again until you finish a long rest.

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