Base Class: Paladin
The Oath of the Iceheart 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 Iceheart
The Tenets of the Oath of the Iceheart 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.
Oath Spells:
Paladin Level | Spells
3rd | Fog Cloud, Hunter's Mark
5th | Enhance Ability, Hold Person
9th | Haste, Sleet Storm
13th | Death Ward, Freedom of Movement
17th | Cone of Cold, Destructive Wave
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Ice Cold Anger
You invoke the wrath inside you. As a bonus action you can focus on your inner power to call forth a beast-like anger. For 1 minute, or until you fall unconscious, or end this effect on yourself (no action required), you become resistant to Bludgeoning, Piercing, and Slashing damage, as well as Cold damage. Any spell you are concentrating on remains, but you cannot cast new spells. At 9th level you also break free from any non-magical grapple or restraint caused by a creature no larger than Large.
Pursuer of Ice
You speak words of holy powers. As an action you let out a fiery roar that is audible in at least 100 ft. For 1 minute, or until you fall unconscious, or until you end the effect on yourself (no action required), your melee weapon attacks deal additional cold damage equal to your Charisma modifier. Your Divine Smite and Improved Divine Smite now deal cold damage instead of radiant damage. Reducing a creature to 0 hit points extends the duration by 6 seconds. You cannot use this option if you are silenced.
Aura of the Ice Slayer
Beginning at 7th level you emit an undetectable cold aura in 10 ft. around you. Once per each enemy's creature's turn if it targets a creature or chooses a point of origin that is not you, it takes cold damage equal to your Charisma modifier.
At 18th level, the range of this aura increases to 30 feet.
Cold Berserker
At 15th level while under one of the effects of your Oath of the Iceheart Channel Divinity you can make a third attack with your attack action. Your Channel Divinity options now only end early when you die.
Heart of the Ice King
By 20th level, you assume the form of an ice titan. When you use your action you transform into one size larger, having everything you carry grow in size with you. Your skin is coated in a patch of permafrost and your eyes shine a bright blue. For 1 minute you gain the following benefits:
- On subsequent turns you can use your bonus action to use your Lay on Hands and expend 10 points to restore 20 hit points on yourself.
- Your Divine Smite and Improved Divine Smite's damage dices become d10s.
- You become immune to Fire and Cold damage. You also stop fire 5 ft. around you as if you were a wall.
Previous Versions
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Posted May 10, 2019Edit: Added Oath Spells to the correct tab.
Sidenote: You can't add spells to the "Additional Spells" tab.