Base Class: Paladin
TENETS OF FROST FRONT
All those who aspire to the order has a medallion around their neck that is in the shape of a snow flake that is half silver and half ice blue. The tenets are engraved on the back.
Empathy. The cold brings us together providing warmth to trust.
Courage. The frigid frontier takes many lives one must know this but still bravely aid others.
Respect. Regard the frost. Thread lightly when keeping order.
Survival. When the ice is coldest one must have the ability to survive and assist those who lack the skill to survive.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Frost Blade: As a bonus action, for one minute conjure up ice to coat your weapon and give it the following abilities. On hit the target must make a Con. saving throw. On a fail the targets movement is halved and will have disadvantage on next attack nothing on a successful save. You also add your Cha. modifier to your weapon damage as cold damage( minimum being +1). You can also freeze liquids when your weapon passes through them (at least a 5-foot-square section is frozen).
Cold Snap: As an action you can channel the icy tundra to freeze target size Huge or smaller in place. They must make a Str. saving throw or be restrained. Lasts for 10 mins and the creature can make a new saving throw at the beginning of their turn. If the creature is restraint for full duration than they suffer a point of exhaustion.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Frost Front Spells
| Paladin Level | Spells |
|---|---|
|
3rd |
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|
5th |
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|
9th |
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|
13th |
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|
17th |
Tundra Explorer
You are particularly familiar with frigid cold places of the world and are adept at traveling and surviving in such regions. When you make an Intelligence or Wisdom check related to the Arctic, your proficiency bonus is doubled if you are using a skill that you’re proficient in.
While traveling for an hour or more in your favored terrain, you gain the following benefits:
- Difficult terrain doesn’t slow your group’s travel.
- Your group can’t become lost except by magical means.
- Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
- When you forage, you find twice as much food as you normally would.
- While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
You also gain proficiency in survival.
Aura of the Rime
While conscious, friendly creatures within aura get temp hp equal to 5 plus CHA modifier. Temp hp get reapplied for all in aura at the beginning of your turn. temp hp does not stack.
Undaunted Trek
Starting at 15th level, moving through nonmagical difficult terrain costs you no extra movement. You also pass through nonmagical artic plants without being slowed by them and without taking damage from them if they have thorns, spines, or similar hazards.
In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.
Also you gain 10 feet of movement speed and cold resistance.
Tundraed Burst
At 20th level, as a action you can call forth an arctic blizzard to surround you and do your bidding. For 1 minute, you are surrounded by an area 10 feet in radius that is heavily obscured by flurry of snow and ice.
As a bonus action you can you can cast Gust of Wind spell with out concentration that emanates from the blizzard and all effects of spell effect those who enter the blizzard radius.
Whenever a creature enters the area for the first time or starts its turn in blizzard or Gust of Wind from this feature will take 10 bludgeoning damage plus CHA mod as cold damage.
The paladin is not effected by the blind condition of heavily obscured and can see through the blizzard.
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