Paladin
Base Class: Paladin

"Nulawain stood silently, in a quiet and contemplative mode of thought. He had forgotten how many hours had passed since his shift began as temple guardian today, but that was not unusual. He was used to losing track of time in these meditations, but this was supposed to be a festival day, so part of his mind was nagging him to be mindful of the hour so that he'd be the most astute during the busiest period of nearby traffic. It was as he processed all of this that he saw the shadows nearby flicker in a telltale way. He silently cast a short spell and his vision lit up with the highlight of the figure in the shadows. Nulawain didn't move any part of him except his eyes, stoically holding his post like a statue. Suddenly, a crossbow bolt launched from the hidden figure, and he was able to sharply intersect the shot with his tall shield with a wrist flick. Suddenly, he beckoned forth a magical armor of ice that nearly doubled his bulk, and he began to emit a chill hoarfrost of magic that should slow any fool within it, but otherwise, he did not move, yielded not one inch. The rapscallion then produced a magical medal and tried muttering something into it, when with but one raised hand, Nulawain froze him in place. 'Intruder,' he said. 'You will not pass. Confess your sin, and you shall be forgiven, fight and you shall be shown no quarter.' The assailant tried to mutter something, but Nulawain did not relinquish his magical hold quite yet, and he relished in the sudden stillness he had inflicted. He released the holding spell, allowing the enemy to speak and move, but as he had, he'd finally moved and advanced rapidly to be quite close, his chilling aura immediately washing over the reprobate with cold frost, slowing him significantly. 'Confess, and leave this place this day, deny your sin and be imprisoned for the penance of Nine Winter Moons.'"

Gods of Law prefer absolute order. Stoic, edict-driven, upright law, obeyed for the well-being of all or the terror of consequence, or both. The powers of the cold are concurrent with these gods and goddesses, and those who employ ice as a fundamental of their teachings may also utilize their own breed of unique paladin. These staunch guardians remain frozen in place, stoic and immutable statues, capable of eternal vigilance and sudden explosions of chilling power to those who the law dictates they halt. Those who seek to get past their watch must bring impressive strategies, as they employ powerful magical skills to heighten their awareness and freeze opponents in their tracks.

Oath Spells

You gain oath spells at the paladin levels listed in the Oath of Stasis Spells table. See the Sacred Oath class feature for how oath spells work. Additionally, you learn the Frostbite cantrip.

Oath of Stasis Spells

Paladin Level Spells
3rd Armor of Agathys, Frost Fingers
5th Hold Person, See Invisibility
9th Protection from Energy, Sleet Storm
13th Fire Shield, Ice Storm
17th Cone of Cold, Hold Monster

Channel Divinity

3rd-level Oath of Stasis feature

At 3rd level you learn two new options for your Channel Divinity: Static Stance and Faceted Visions.

Static Stance. You can use your Channel Divinity to reinforce yourself and become stronger and stoically unmovable. As an action on your turn, you energize your body with divine might and become extremely difficult to thwart or move against your will, as you become immune to effects that would cause you to be moved against your will unless the triggering spell or feature deals fire damage. Additionally, your hit point maximum increases by an amount equal to twice your Charisma modifier and you immediately regain that many hit points. Lastly, your weapon attacks deal 1d8 additional cold damage once on each of your turns. These benefits last for a number of minutes equal to your proficiency bonus.

Faceted Visions. You gain a heightened awareness that helps you remain extremely vigilant. As a bonus action, you hold your holy symbol in your hand and invoke divine insight, gaining immunity to the surprised condition, a +2 bonus to passive insight and passive perception totals, and you gain advantage on Wisdom (Perception) checks. These benefits last for a number of hours equal to your proficiency bonus.

Aura of Frost

7th-level Oath of Stasis feature

Beginning at 7th level, chill magic pervades from you in vaporous plumes, chilling and slowing your enemies. Creatures of your choice who start their turn within 10 feet of you have their speed reduced by 10 until the beginning of their next turn, and at the end of your turn, you may choose one of those creatures to make a Constitution saving throw at your spell save DC or become dramatically slowed by the immense chill, becoming unable to use reactions and taking only their choice of their attack action or their movement action until the end of their next turn. This feature cannot target a creature made of fire or covered in fire, such as a Fire Elemental or a creature protected by the warm shield of Fire Shield.

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

Frigid Fortitude

15th-level Oath of Stasis feature

At 15th level, you have learned the defensive secrets of icy magical crystallization, causing thick crystals to appear around your body like a dense, magically animated armor of ice. When you spend a bonus action to invoke your magical ice, you gain the following benefits:

- Whenever you would be hit by a critical attack, the attacker must make an additional attack roll and if this roll misses, the attack is treated as a normal hit.
- Whenever an enemy within 10 feet of you deals you damage that is not magical fire damage, you can use your reaction to gain resistance to that damage.
- Until this feature ends, you add magical cold damage to all melee damage you deal, and whenever you hit with a critical attack using a melee attack roll, you may add 2d8 cold damage to the damage dealt.

These benefits last for a number of minutes equal to your proficiency bonus, and you may use this feature twice before you must finish a long rest to use it again.

Imperator of Icy Stasis

20th level Oath of Stasis feature

At 20th level, you have been deigned a champion of Stasis, and your incredible strength is augmented with new powers to control magical ice all around you to your benefit and enemies' woe. You may cast Investiture of Ice, True Seeing, or Wall of Ice, once each without expending a spell slot before you must finish a long rest to cast any one of these spells again.

Additionally, whenever you use your Frigid Fortitude feature you gain immunity to paralysis and being restrained for the duration of that feature, and enemies who deal you melee damage take 1d8 cold damage from icy spikes for the duration of that feature.

Lastly, you may add 1d8 cold damage to all non-critical melee damage rolls you make.

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