Paladin
Base Class: Paladin

The tenets are not shouted or carved in stone—they’re whispered, remembered, buried deep like coals under snow:

  • Grief Is Sacred: I carry my pain, but I do not drown in it. Let it burn slowly, steadily.

  • No More Pyres: I will not let what happened to me happen again. I will protect others—even from themselves.

  • Restraint Is Power: I strike when it is time, not when I am provoked.

  • Ash and Ice Remember: I will never forget what was lost, nor who took it.

Channel Divinity

Smoldering Stillness
As an action, force creatures within 10 ft to make a CON save (DC = your spell save DC) or be restrained by clinging frost and ash until end of your next turn and take 2d6 + Paladin level fire and cold damage (your choice).

Cinderstep
As a bonus action, teleport up to 30 ft. Upon arrival, creatures within 5 ft of your departure point must make a DEX save or take 2d8 fire and 2d8 cold damage.

Oath spells

 

Paladin Level Spells
3rd Absorb Elements, Hellish Rebuke
5th Flame Blade, Snilloc’s Snowball Swarm
9th Wall of Ice, Fireball
13th Fire Shield, Ice Storm
17th Cone of Cold, Immolation

Level 7: Aura of Embers

You and friendly creatures within 10 ft gain resistance to fire or cold (chosen at long rest). At level 18, radius expands to 30 ft.

Level 15: Frozen Vow

When an ally drops to 0 HP within your aura, you may use your reaction to gain temporary HP equal to your level and your next melee attack deals an extra 2d10 fire and 2d10 cold damage.

Level 20: Avatar of Ash and Ice

Once per long rest, as an action for 1 minute you gain:

  • Immunity to fire and cold

  • +1d8 fire and +1d8 cold to melee attacks

  • When you take damage, creatures within 10 ft take fire or cold damage equal to your Charisma modifier

  • Your smites bruise with frostbite or scorch with embers

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