Paladin
Base Class: Paladin

The Oath of the Frozen Hearth is a commitment to the basic instincts of life, survival. The cold, harsh north readies the body and mind of the one who swears on this oath. Sometimes mistaken for Barbarians or Ice Giants, they are a force to be reckoned with. They are often called Ice Knights, Nordic Knights, or Cold Ones. In the chaos that is the world they rise up to fight, be it for selfless reasons, or for evil desires. In fact, some might even suggest that this is the road to a glorious death. With their skin coated in an everlasting winter they march forward. See them march onward to fight for a cause, their cause. And dare anything to stand in their way.

Tenets of the Frozen Hearth

The Tenets of the Oath of the Frozen Hearth have evolved over centuries, but the primary roots still remain. One shall fight, one shall win, or perish while doing so. Don't let your emotions limit you, let them be your guide. And do as the tenets command.


Fight. Your cause is what motivates you. The power of your own devotion to it strengthens your resolve.
Observe. The world is fast. Observe and let it strengthen your resolve.
Feel. The fire in you that burns bright in the cold should never falter, as it is what makes you who you are and what your cause will be.
Wrath. Don't kill unnecessary. Your powers come from devotion to your cause, not from indiscriminate slaughter.

Channel Divinity

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

Frosted Armor. As an action, you imbue one piece of armour you're wearing; for the next minute, you gain resistance to Fire damage, and gain temporary hit points equal to twice your paladin level.

Defend the Hearth. As an action, you present your holy symbol and speak a prayer censuring Aberrations and Fey, using your Channel Divinity. Each Aberration or Fey that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it 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.

Smite of the Frozen Hearth

When you take this subclass at third level, your Divine Smite's damage type is changed to cold. This also includes your Improved Divine Smite later on. In addition, Your divine smite damage now increases by 1d8 if the target is an Aberration or a Fey, to a maximum of 6d8 and no longer does so to Undead or Fiends.

Oath Spells

You gain Oath spells at the paladin levels listed in the Oath Of The Frozen Hearth Spells table. See the Sacred Oath class feature for how Oath spells work.

Oath Of The Frozen Hearth Spells

Paladin Level Spells
3rd Ice Knife, Absorb Elements
5th Rime's Binding Ice, Snilloc's Snowball Swarm
9th  Sleet Storm, Slow
13th  Ice Storm, Fire Shield
17th  Cone of Cold, Control Winds

Aura of Frostbite

Beginning at 7th level, You emit a permanent wave of frost, chilling the air around you. Whilst out of combat, this aura is mild at best, simply chilling a few degrees; but when In combat, your adrenaline spike increases the ferocity of the aura, amplifying it's effects.

When a creature other than yourself enters the aura for the first time on a turn or starts its turn in the aura, it takes 1d6 cold damage and has it's movement speed reduced by 10ft. You can designate a number of creatures to be unaffected by your aura equal to your Charisma modifier. 


At 18th level, the range of this aura increases to 30ft, and the damage increases to 2d6.

Strength of the Frost Giants

A thin layer of frost blankets your skin, as the Frozen Hearth rewards you for your loyalty. Beginning at 15th level, you have cold resistance, and you ignore resistances when dealing cold damage. 


Form of the Hearthfire

At 20th level, you unlock the ability to summon the Hearthfire; white flames pouring over your body as a tundra of hail and brittle winds swirl around you. As an action, you can activate this feature, gaining the following abilities for 1 minute:

  • You gain Temporary Hit Points equal to 3 times your Paladin Level.
  • You gain Immunity to Cold damage, and your melee weapon attacks deal an additional 1d10 Cold damage.
  • Your aura is considered difficult terrain for all creatures other than yourself, and ranged attacks firing into or through your aura not made by you are at disadvantage. If a creature drops to 0 whilst in your aura, they are immediately frozen in Ice, and treated as having the Petrified state. As a bonus action, you can cause 1 frozen creature you can see to explode, dealing 3d10 Cold damage to each creature within 10ft of the target.

This ability can only be used Once Per Long Rest.

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