Paladin
Base Class: Paladin

You have arrived at the "City of Preservation." Behind the snow curtain, the wind lashes like steel blades, but the kindling burns on. Distant lands won't hear them, and the earth trembles in kind, with only the wailing crowds braving the wind. You try lending a helping hand, but are forsaken. Some once looked down on you and misunderstood you, but still you stood by their side and helped them find their way. More care about you and worry about you. You face their suffering, and find the cure for the distressed. Eventually, they come to your side. In the ice and snow, you are like a fire, protecting the soul of this world, even if you must scorch yourself day and night.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Preservation Spells

Channel Divinity

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

Call of the Guardian. As a reaction to taking damage, you can imbue yourself with the will of preservation, using your Channel Divinity. You gain temporary hit points equal to 1d6 + your Charisma modifier (minimum 0) + half of your Paladin level (rounded down) for 1 minute. While you have these temporary hit points, whenever you make a successful melee weapon attack, you can spend an amount of these temporary hit points equal to 3 + your Charisma modifier (minimum 0) + half your Paladin level (rounded down), dealing additional fire damage equal to the temporary hit points spent.

Ever-Burning Amber. As a bonus action, you can recreate the hope of the architects, using your Channel Divinity. You regain hit points equal to 1d6 + your Charisma modifier + your Paladin level, and up to 3 creatures of your choice within 10 feet of you regain hit points equal to half of the amount you regained (rounded down).

Aura of Preservation

Starting at 7th level, when a creature makes an attack roll against an allied creature other than yourself within 10 feet, you can use your reaction to expend a spell slot, lowering the result of that attack roll by an amount equal to twice the spell slots level (up to a maximum penalty of 5).

At 18th level, the range of this aura increases to 20 feet.

Ice-Breaking Light

Beginning at 15th level, whenever you take any form of damage, you can store 1 flaming will point, up to a maximum of 4. All flaming will points are immediately lost if you do not take damage within 1 minute since last gaining a flaming will point. During your turn, whenever you make a successful melee weapon attack, you can spend 1 flaming will point instead of a spell slot to perform your divine smite. If your divine smite is performed using a flaming will point, the damage type becomes fire, and the extra damage dealt is 2d8.

Treasure of the Architects

At 20th level, as an action, you can take on the form of the preservation's creation. For 1 minute, you gain the following benefits while in this form:

  • You gain immunity to cold damage, and allies within 20 feet of you gain resistance to cold damage.
  • Whenever you use your reaction to reduce an attack roll against an allied creature with your Aura of Preservation feature, you gain 1 flaming will point. If that allied creature takes damage after you use that reaction, you can choose to take the damage instead. This damage to you can't be reduced or prevented in any way.
  • You can spend any number of your flaming will points when performing a divine smite. The damage of your divine smite increases by 2d8 for each flaming will point expended.
  • Your flaming will points can not be reduced until 1 minute after the duration of this form ends.

Once you use this feature, you can’t use it again until you finish a long rest.

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