Paladin
Base Class: Paladin

The Oath of Frozen Vows is one of the harshest vows a paladin may take in its life. It requires the paladin to be unwavering and unchanging as the eternal ice atop a mountain it is a symbol of beauty who reached its peak to always remain perfect in the servitude of its ideals. Paladins who dedicate themselves in that oath spread their belief with a firm hand pushing those surrounding them to their standard and punishing those opposing their duties harshly. Depending on their alliegeances, they strike bend evil to their way or corrupt good when they see it in an unflinching manner. Paladin who follow this path are known as executioners.

While their zeal is relentless, they bear hope that the display they put will force other to follow in the path. They do not bear the way of Conquest but that of Order and will ensure that said Order is followed be it in their land or foreigns.

Tenets of Order

Eternal Your Faith shall be the same from the day you place your vows. Unbroken, Unchanged, Unwavering, nothing shall impact your belief not even your actions.

Absolute Your actions forever righteous to your devotion shall not be tempered by your surrounding no law nor binding shall restrict your from following the path.

Erudite In order not to mistake your ideals and the path, you shall know the rules of your order best. 

Constant For the same sin, the same punishment shall apply. The choices one put before destiny shouldn't be considered in front of Order. 

Oath Spells

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

Oath of Redemption Spells

Channel Divinity

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

Forced Coercion. You can use your Channel Divinity to augment your presence with divine power. As a bonus action, you grant yourself a +5 bonus to Charisma (Intimidation) checks for the next 10 minutes.

Vow of Punishment. You can use your Channel Divinity to expose a creature to the justice it deserves. You mark an creature for punishment with your action. Until the end of your next turn, you ignore the resistances and immunities of your marked target. If their is a lack of resistances or immunity to the damage you inflict it will instead be vulnerable to the damage you deal.

Aura of the Judicator

Starting at 7th level, your ideals materialize in an area hardly escapable for those who try to escape your justice. Any hostile creature within 10 ft. of you have its movement halved at the beginning of its next turn.

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

Unrelenting Pursuer

Starting at 15th level, your drive for order forces you to move forward to apply your law. You choose one creature at the end of each turn. Each time that creature hits you, you can move 10 ft. closer to it.

Hammer of Law

At 20th level, you become an embodiment of law.  Using bonus action, you undergo a transformation. For 1 hour, you gain the following benefits:

  • You ignore all creatures resistances and immunities.
  • Whenever a creature hits you with an attack, you may repost with an attack if it is within reach.

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

Previous Versions

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