Paladin
Base Class: Paladin

The tenants of the Oath of Winter's Wrath emphasizes the cold and unforgiving nature of winter.  The four central principles are simple.

  • Cruelty. Compassion makes you vulnerable. Let Cruelty be the knife that keeps your enemies at bay.
  • Endurance. Exist as long as you can, by whatever means you can. Only be enduring can you outlast your enemies.
  • Isolation. In solitude you can understand and harness your full potential. Depending on others makes you weak. 
  • Preservation. Every snowflake is unique, and that which is unique must ben preserved. 

Channel Divinity

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

Winter Wolf. You can use your channel divinity to summon a spirit of ice and fury that takes the form of a wolf. As an action, you summon this spirit in an unoccupied space within 10 feet. The wolf has the same initiative as you and goes immediately after you in a round. The wolf stays with you for an amount of time based on the temperature of the area. The wolf melts after one minute in a hot area, 10 minutes in warm, 1 hour in cool, and 8 hours in freezing temperatures. The spirit has the following statistics: Oath of Winter's Wolf Spirit. 

Frozen Preservation. You can use your channel divinity to unleash a wave of cold that prevents decay and preserves life. As an action, you freeze over the wounds of all allies within 30 feet of you. Any ally with 0 hitpoints is stabilized by this effect, and all allies gain a number of temporary hit points equal to your paladin level.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Winter's Wrath Spells

Aura of Cruelty

Starting at 7th level, a blizzard of freezing hate swirls around you while you are not incapacitated. The aura 10 feet from you in all directions, but not through total cover. All enemies that start their turn in this aura, take cold damage equal to your Charisma modifier and have their speed reduced by 20. 

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

Enduring Storm

Beginning at 15th level, the cold keeps you strong, protecting you from hark. You now have resistance to cold damage and whenever you start your turn with less than half of your hit points, you regain a number of hit points equal to your Charisma modifier.

Avatar of Isolation

At 20th level, you become a force of nature's fury. Your presence invokes fear, your enemies are all alone, unprotected from your wrath. You now have the following benefits: 

  • You are now immune to cold damage.
  • Whenever a creature starts their turn in your aura of cruelty they must make a Wisdom saving throw, becoming frightened of you on a fail and immune to this effect on a success. They can repeat this save at the end of their turn if they are outside your aura, becoming immune to this effect on a success.
  • Whenever you roll a critical hit on a creature, they must make a Constitution saving throw, becoming petrified in ice on a failure. 

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