Base Class: Paladin
Tenets of the Cold Hunt
The Oath of the Cold Hunt binds a paladin to the Cold Mother’s law of ice and instinct. The tenets are whispered in frost-rimed groves and etched into bone under moonlight.
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Embrace the Frost. Let the cold cleanse your soul of weakness. Show no fear in the face of winter’s chill.
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Stalk the Prey. The hunt is sacred. Study your quarry, strike with purpose, and never squander a kill.
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Culling the Unworthy. Weakness invites destruction. Cull the corrupt and the soft to preserve the balance.
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Honor the Cycle. Predator and prey both serve the Cold Mother’s will. Kill with need, not cruelty.
Level 3: Oath of the Cold Hunt Spells
The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of Devotion Spells table, you thereafter always have the listed spells prepared.
| Paladin Level | Spells |
|---|---|
| 3 | Hunter's Mark, Ice Knife |
| 5 | Misty Step, Snilloc's Snowball Swarm |
| 9 | Sleet Storm, Fear |
| 13 | Ice Storm, [Tooltip Not Found] |
| 17 | Cone of Cold, Hold Monster |
Level 3: Winter's Grasp and Predator's Focus
Winter's Grasp
As an action, you present your holy symbol and channel frigid divine power. Each creature of your choice within 30 feet must make a Constitution saving throw. On a failed save, the creature takes cold damage equal to 2d10 + your paladin level, and its speed is reduced by half for 1 minute. On a success, it takes half damage and suffers no speed reduction.
Predator's Focus
As a bonus action, you mark a creature you can see within 60 feet. For 1 minute, you gain advantage on attack rolls against that creature, and it cannot benefit from being invisible or hidden from you.
Level 7: Aura of Stillness
Starting at 7th level, you and friendly creatures within 10 feet of you gain resistance to cold damage and are unaffected by difficult terrain caused by ice or snow. In addition, enemies that start their turn within your aura have disadvantage on Dexterity (Stealth) checks due to the supernatural stillness and chill.
At 18th level, the range of this aura increases to 30 feet.
Level 15: Ice-Bound Soul
You are permanently immune to cold damage, and your body no longer ages (though you can still die of old age). As a reaction when you take damage from a creature within 30 feet, you can shatter into a flurry of snow and teleport to an unoccupied space within 15 feet, reducing the triggering damage by half. You can use this reaction once per short or long rest.
Note: You gain cold immunity at level 15 from this feature, but the Cold Mother's blessing may grant it earlier at DM discretion.
Level 20: Avatar of the Hunt
You can assume the form of the Cold Mother’s chosen for 1 minute. As a bonus action, you undergo a terrifying transformation:
- Upon transform you roll 10d12 gaining the result of the roll as temporary HP.
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You emit an aura of freezing mist in a 30-foot radius. Enemies who start their turn in this aura take 10 cold damage and have their movement halved for that turn.
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You gain true sight 60 ft., and attacks against creatures below their hit point maximum are made with advantage.
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Your weapon attacks deal an extra 1d8 cold damage, and a creature you reduce to 0 HP becomes frozen solid (petrified in ice) for 1 minute.
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You can shatter causing 2d12 Cold Damage to enemies within 10ft of you and teleport up to 30 feet to an unoccupied space you can see and reform as a bonus action once per turn.
Once you use this feature, you can’t use it again until you finish a long rest.
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