Base Class: Paladin
The Oath of the Dreadfrost is the path followed by paladins who have forsworn other oaths, or who care only for their own power and survival. Commonly known as blackguards, death knights, or frostguards, these warriors are faithful only to themselves and their closest companions. Many of these paladins pay homage to the giants and goliaths of the northern regions.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Channel Divinity: Aurgelmir's Wrath
You can use your Channel Divinity to invoke ancient forces to ensnare a foe. As an action, you can cause the ground to freeze beneath the feet of a creature within 10 feet of you that you can see. The creature must succeed on a Strength or Dexterity saving throw (its choice) or be restrained. While restrained by the ice, the creature repeats the saving throw at the end of each of its turns. On a success, it frees itself and the ice vanishes.
Channel Divinity: Chilling Conviction
You can use your Channel Divinity to utter ancient words that are painful for otherworldly beings to hear. As an action, you present your holy symbol, and each otherworldly creature within 30 feet of you that can hear 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 can use the Dodge action.
If the creature's true form is concealed by an illusion, shapeshifting, or other effect, that form is revealed while it is turned.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Devotion Spells
| Paladin Level | Spells |
|---|---|
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3rd |
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5th |
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9th |
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13th |
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17th |
Aura of Warding
Beginning at 7th level, ancient magic lies so heavily upon you that it forms an eldritch ward. You and friendly creatures within 10 feet of you have resistance to damage from spells.
At 18th level, the range of this aura increases to 30 feet.
Spirit of the Giants
Starting at 15th level, when you are reduced to 0 hit points and are not killed outright, you can choose to drop to 1 hit point instead. Once you use this ability, you can't use it again until you finish a long rest.
Additionally, you suffer none of the drawbacks of old age, and you can't be aged magically.
Elder Champion
At 20th level, you can assume the form of an ancient force of the giants, taking on an appearance you choose. For example, your skin might turn pale or take on a leather-like texture, or you may gain markings similar to that of a goliath.
Using your action, you undergo a transformation. For 1 minute, you gain the following benefits:
At the start of each of your turns, you regain 10 hit points.
Whenever you cast a paladin spell that has a casting time of 1 action, you can cast it using your bonus action instead.
Enemy creatures within 10 feet of you have disadvantage on saving throws against your paladin spells and Channel Divinity options.
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Posted Jan 28, 2022For clarification: In my homebrew world, "Otherworldly" refers to the other dimensions, planes and realms. For a Forgotten Realms setting this could refer to anything not from the prime material, though that could prove to be unbalanced.
Fireball, and Otiluke's Resilient Sphere are both intended to be re-flavored for frost and cold. Fireball would instead do cold damage for example. (Called Dreadfrost Blast in my campaign)
This subclass was based closely on the Oath of the Ancients (TCE) with some inspiration from the Oath of Treachery (UA).