Base Class: Paladin
Savants whose hearts are distant to the world, who keep their feelings shut away from others, may manifest the icy cold embrace of winter around them. Those who break past their icy shells will find stout allies who can approach any problem with a level head and cool rationality.
Channel Conviction
At 3rd level, you gain the following two Channel Conviction options.
Manifest Soul. As an action, you can manifest the element of your soul around a weapon. A limb used for unarmed strikes is a viable option. For 1 minute, your weapon attacks and creations ignore any resistance to cold damage.
You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.
Touch of Winter. As an action, you can use your Channel Conviction to instantly freeze the surrounding area. The area within 60 feet of you becomes difficult terrain for creatures other than you as jagged ice spreads across it. If you touch a body of water, you instantly freeze the surface and as deep as 10 feet of the water. Any creature occupying this space is pushed to nearest unfrozen square. The ice remains for 1 minute until it thaws.
Ardent Creations
You gain oath spells at the paladin levels listed.
Oath of Devotion Spells
| PALADIN LEVEL | SPELLS |
|---|---|
|
3rd |
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|
5th |
|
|
9th |
|
|
13th |
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|
17th |
Aura of Winter
Starting at 7th level, creatures of your choice within 10 feet of you has their speed reduced by 10 while you are conscious.
At 18th level, the range of this aura increases to 30 feet.
Bitter Chill
Beginning at 15th level, your creations grasp enemies in the cold throes of winter.
While a creature is under the effects of a creation you have used that either reduces its speed or incapacitates its, it suffer cold damage at the start of its turn equal to your Charisma modifier (minimum of one). If damage would normally allow the creature to make a saving throw, this damage does not trigger such effects.
Diamond Dust
At 20th level, you can manifest your inner cold in a veil of frost and snow. For 1 minute, you gain the following benefits.
- You are immune to cold damage.
- Creatures within range of your Aura of Winter now suffer damage from Bitter Chill as if it was a creation.
- Creatures that move into or start their turn in your Aura of Winter must make a Strength saving throw against your creation save DC. On a failed save, the creature's speed is 0 until the end of your next turn.
- Immediately when you use this feature, you use armor of agathys on yourself as a 5th level creation without expending a creation slot. As a bonus action on your turn, you can use armor of agathys as a 2nd level creation without expending a creation slot.
Once you use this feature, you can’t use it again until you finish a long rest.
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Posted Jan 23, 2022All in all very interesting but I still have some questions that I feel are left unanswered.
Does "creations" in Manifest Soul and Bitter Chill refer to spells and subclass features? If so, I'd not bind Manifest Soul to a weapon and have it end when you drop it, since it's rare you'll deal cold damage with a weapon in the first place and it's main usage is likely overcoming potential resistance to cold damage from spells.
Does Touch of Winter work in a 60 ft. radius? If so, the Channel Divinity will definitely slow your frontline and likely also impact your backline. Allowing the user to select creatures to be uneffected (aka your allies) would make this much stronger but in that case I would reduce the radius to 30 ft. What happens if you use Touch of Winter under water?
Does the part of Bitter Chill, where it mentions "If damage would normally allow the creature to make a saving throw, this damage does not trigger such effects." refer only to the extra cold damage equal to your Cha Modifier or also to the initial spell?