Base Class: Paladin
The Oath of Winter is as ancient as the seasons themselves. Sometimes called Frost Knights, Winter's Champions or, incorrectly, Death Knights, paladins who swear this oath fight to defend the material plane from otherworldly beings with the power of winter and their main principles of protection of the innocent and the indiscriminate annihilation of evil. They adorn their armor with images and symbols of the winter and frost to reflect their harsh nature and destruction of evil.
Tenets of Winter
The tenets of the Oath of Winter vary between each knight of frost but the base tenets are as follows.
Merciless Destruction. Through your control over the frost, you show no mercy to those who have disrupted to course of nature.
Control, Not Succumb. You must make sure you use your power and do not fall into its trap and lose your soul to the icy embrace of winter.
Keep the Warmth. You must protect the good and holy in this world and make sure you stay as the light and hope in the world whilst using your powers to defend from evil.
Preserve the Course of Nature. Although you are the emissary of winter you must make sure that nature keeps its way and is not disturbed.
Oath Spells
Oath Spell
You gain oath spells at the paladin levels listed
Oath of Winter Spells
| Paladin Level | Spells |
|---|---|
| 3rd | ice knife, fog cloud |
| 5th | hold person, gentle repose |
| 9th | sleet storm, slow |
| 13th | ice storm, blight |
| 17th | cone of cold, hold monster |
channel Divinity
Channel Divinity
When you take this oath at the 3rd level, you gain the following two Channel Divinity options.
Turn the Otherworldly. You can use your Channel Divinity to call upon the divine powers to send planar beings fleeing from your power. As an action, you present your holy symbol and each elemental, celestial or fiend 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 space within 30 feet of you. It also can't take reactions. For its action, it can only use 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.
Call of Winter. You can use your Channel Divinity to call upon the powers of the cold to encase an enemy in ice. As an action, you cause the moisture in the air to freeze around an enemy you can see within 30 feet of you. The creature must succeed on a Constitution saving throw or be paralyzed for a minute. However, during this minute the creature is immune to all damage and cannot be moved.
Aura of Cold
Beginning at 7th level, magics of ice and winter surround you, warding you from the harsh cold. You and friendly creatures within 10 feet of you have resistance to cold, fire and necrotic damage and are not affected by changes in temperature.
At 18th level, the range of this aura increases to 30 feet.
Winter's Sanctuary
Starting at 15th level, you have advantage on death saving throws. Also, when a creature hits you with a melee attack they take cold damage equal to your Charisma modifier (minimum of 1).
Frozen Crusader
At 20th level, you emanate the winds of winter, dropping the temperature around you, your skin turns blue and hair turns white.
Using your action you gain the following benefits for 1 minute:
- The area of your aura is considered a dificult terrain for hostile creatures.
- You are immune to cold and fire damage.
- Hostile creatures within your aura are vulnerable to cold damage. This applies to creatures who are immune to cold damage.
Once you use this feature, you can't use it again until you finish a long rest.
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