First attempt at homebrewing a subclass. Very ice themed. Tweaked numbers a few times and spell list before posting. Not too good at balancing i feel like.
Oath of the Endless Glacier The Oath of the Endless Glacier is followed by those that dwelled in the highest coldest peaks of the world. Embracing the terrain and feel of the cold. Gods offer calm storms for those that serve and endure the frozen blight. Though the winter is your affinity to the world, knights of this oath see the need for balance with the seasons.
Tenets of the Endless Glacier The tenets of the Oath of the Endless Glacier vary between each knight of frost but base tenets are as follows. Merciless Destruction. Through your control over the frost you show no mercy to those who have disrupted to course of nature. Control, Not Consume. You must make sure you use your powers tamely so you nor your allies fall into the powers and lose their souls to the icy touch of the arctic. Balance with Cold and Warm. You must protect the good in this world and make sure you stay as the shimmering ice and hope in the world whilst using your powers to defend from evil. Preserve the Seasons. Although you are the emissary of winter you must make sure that the climates keep their way and is not disturbed.
You gain oath spells at the paladin levels listed.
Paladin Level Spells 3rd Ice Knife, Armor of Agathys 5th Hold Person, Misty Step 9th Freedom of Movement, Cold Snap(DnD Unleashed) 13th Ice Storm, Destructive Wave 17th Otiluke's Freezing Sphere, Cone of Cold
When you take this oath at 3rd level, you gain the following two Channel Divinity options. You also gain resistance to cold damage, can not suffer exhaustion from cold weather, and difficult terrain from rain/wind/snow does not effect you.
Channel Divinity: Chilling Air You can use your Channel Divinity to cool the enviroment. As an action, you can cause the tempurature 10 ft around you to drop drastically for 1 minute. Enemy creatures' speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Constitution saving throw. On a Failed save they take 2d6 Cold Damage. On success they take half damage.
Channel Divinity: Turn the Mystic You can use your Channel Divinity to send chills through your enemies for fey, divine, and fiends. As an action, you present your holy symbol, and each fey, divine, or fiend within 30 feet of you that can see you must make a Wisdom saving throw. On a failed save, the creature is turned for 1 minute or until it takes damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature falls prone in fear. If the creature's true form is concealed by an illusion or spell effect that form is revealed while it is turned.
Aura of the Frozen Coffin Beginning at 7th level, when you or an ally within 10 ft of you drop unconscious a layer of ice entombs them protecting them from attacks. If an enemy makes an attack on the coffin it shatters releasing the body and firing ice shards at the attacker. They must make a dexterity saving throw, they take 2d8 cold damage on a failed save and half on a success.
At 18th level, the range of this aura increases to 30 feet and the damage increases to 4d8.
Characters frozen this way do not have to make death saving throws until they are thawed or released. And can not be encased again until they take a long rest.
You are now immune to cold damage starting at 7th level.
Freezing Smite Starting at 15th level, your attacks become infused with the snow. Once per round when you hit with a melee attack you deal an additional 1D8 cold damage and your Divine Smite now may deal either divine, cold, or necrotic damage you choose when you attack.
Blizzard's Embracer At 20th level, you can drain the warmth from the air around you. You armor becomes crystallized and the temperature of enemies drops around you, Using your action, you take the appearance of a frozen knight. For 1 minute, you gain the following benefits: At the start of each of your turns, you gain 10 temporary hit points. You gain damage resistance to piercing, slashing, bludgeoning damage and immune to fire and necrotic damage. Enemy Creatures around you become vulnerable to cold damage. If they resist or are immune cold they no long resist or are immune. Once you use this feature, you can't use it again until you finish a long rest.
First attempt at homebrewing a subclass. Very ice themed. Tweaked numbers a few times and spell list before posting. Not too good at balancing i feel like.
Oath of the Endless Glacier
The Oath of the Endless Glacier is followed by those that dwelled in the highest coldest peaks of the world. Embracing the terrain and feel of the cold. Gods offer calm storms for those that serve and endure the frozen blight. Though the winter is your affinity to the world, knights of this oath see the need for balance with the seasons.
Tenets of the Endless Glacier
The tenets of the Oath of the Endless Glacier vary between each knight of frost but base tenets are as follows.
Merciless Destruction. Through your control over the frost you show no mercy to those who have disrupted to course of nature.
Control, Not Consume. You must make sure you use your powers tamely so you nor your allies fall into the powers and lose their souls to the icy touch of the arctic.
Balance with Cold and Warm. You must protect the good in this world and make sure you stay as the shimmering ice and hope in the world whilst using your powers to defend from evil.
Preserve the Seasons. Although you are the emissary of winter you must make sure that the climates keep their way and is not disturbed.
You gain oath spells at the paladin levels listed.
Paladin Level Spells
3rd Ice Knife, Armor of Agathys
5th Hold Person, Misty Step
9th Freedom of Movement, Cold Snap(DnD Unleashed)
13th Ice Storm, Destructive Wave
17th Otiluke's Freezing Sphere, Cone of Cold
When you take this oath at 3rd level, you gain the following two Channel Divinity options. You also gain resistance to cold damage, can not suffer exhaustion from cold weather, and difficult terrain from rain/wind/snow does not effect you.
Channel Divinity: Chilling Air
You can use your Channel Divinity to cool the enviroment. As an action, you can cause the tempurature 10 ft around you to drop drastically for 1 minute. Enemy creatures' speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Constitution saving throw. On a Failed save they take 2d6 Cold Damage. On success they take half damage.
Channel Divinity: Turn the Mystic
You can use your Channel Divinity to send chills through your enemies for fey, divine, and fiends. As an action, you present your holy symbol, and each fey, divine, or fiend within 30 feet of you that can see you must make a Wisdom saving throw. On a failed save, the creature is turned for 1 minute or until it takes damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature falls prone in fear.
If the creature's true form is concealed by an illusion or spell effect that form is revealed while it is turned.
Aura of the Frozen Coffin
Beginning at 7th level, when you or an ally within 10 ft of you drop unconscious a layer of ice entombs them protecting them from attacks. If an enemy makes an attack on the coffin it shatters releasing the body and firing ice shards at the attacker. They must make a dexterity saving throw, they take 2d8 cold damage on a failed save and half on a success.
At 18th level, the range of this aura increases to 30 feet and the damage increases to 4d8.
Characters frozen this way do not have to make death saving throws until they are thawed or released. And can not be encased again until they take a long rest.
You are now immune to cold damage starting at 7th level.
Freezing Smite
Starting at 15th level, your attacks become infused with the snow. Once per round when you hit with a melee attack you deal an additional 1D8 cold damage and your Divine Smite now may deal either divine, cold, or necrotic damage you choose when you attack.
Blizzard's Embracer
At 20th level, you can drain the warmth from the air around you. You armor becomes crystallized and the temperature of enemies drops around you,
Using your action, you take the appearance of a frozen knight. For 1 minute, you gain the following benefits:
At the start of each of your turns, you gain 10 temporary hit points.
You gain damage resistance to piercing, slashing, bludgeoning damage and immune to fire and necrotic damage.
Enemy Creatures around you become vulnerable to cold damage. If they resist or are immune cold they no long resist or are immune.
Once you use this feature, you can't use it again until you finish a long rest.
Seems balanced to me, the resistance is very campaign dependent.
I am still thinking about what needs to be tweaked.
Turn the immunity to fire and necrotic damage to resistance, its either that or you turn it into cold immunity and fire resistance