Paladin
Base Class: Paladin

 Those who swear the Oath of the Glacial Peak draw their strength from the frozen heart of Mount Arbora, Obojima’s most sacred sentinel. Where the rivers born of its meltwater bring life and nourishment, its icy summit embodies endurance, inevitability, and judgment. Paladins who take this oath model themselves after the mountain’s dual nature: a source of clarity and preservation, yet also a place of peril and unyielding might.

These knights of the peak see themselves as living bulwarks, unmoved by storm or flame, whose duty is to preserve what is fragile and bring stillness to that which runs rampant. To their foes, they are the creeping frost that slows, suffocates, and consumes. To their allies, they are a wall of ice — a shield, a path, and a sanctuary in the midst of chaos.


 

The tenets vary between paladins but revolve around inevitability, patience, and clarity:

The Mountain Endures. Stand firm and let no obstacle sway your resolve.

The Ice Preserves. Protect what is worth saving, no matter how fragile.

The Frost Judges. Spare mercy where it is due, but let no wickedness escape your chill.

The Peak Watches All. Clarity comes with stillness; never act without thought.


 

 

Oath Spells

Paladin Level Spells
3rd absorb elements, ice knife
5th Misty Step, Hold Person
9th Sleet Storm, slow
13th Ice Storm, Freedom of Movement
17th Wall of Ice, Cone of Cold

channel divinity

Shape of the Cold River.
As an action, you may expend one use of your channel divinity and choose an area of ice or water no larger than 30 feet on a side within 120 feet of you. You can change water to ice within the area and vice versa, and you can reshape ice in the area in any manner you choose. You can raise or lower the ice’s elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can’t exceed half the area’s largest dimension.

You can’t shape the ice to trap or injure a creature directly. Once created, the altered ice remains until it melts or is destroyed. At 10th level, ice you shape this way is magical and cannot melt naturally.

If no charges of channel divinity remain, you may also use 5 points from lay on hands to use this ability again. You cannot reduce your Lay on Hands pool below 1 point this way.


Glacial lance 

as an action. You expend your Channel Divinity to conjure a spear of divine ice and hurl it in a line 30 feet long, originating from you.

  • Each creature in the line must make a Dexterity saving throw against your Paladin spell save DC.
  • On a failed save, a creature takes 3d8 cold damage and is pushed to the far end of the line (30 feet from you).
  • On a successful save, a creature takes half damage and is not pushed.

Lingering Ice. The path of the lance instantly freezes over, leaving a 5-foot-wide, 30-foot-long strip of magically reinforced ice. This ice remains for 1 minute.

  • Enemy Movement. The ice counts as difficult terrain for all creatures.
  • Controlled Slide. You can use your movement to step onto the frozen path and slide its full length. This sliding movement does not count against your movement for the turn and cannot be stopped early unless you are restrained.
  • Shared Path (higher level). Starting at 7th level, allies under the effects of your Aura of the Glacier may also use this sliding movement.

Aura of the Glacier

Starting at 7th level, whenever you use your Channel Divinity, you create an aura of divine frost that covers 10ft.

  • When this aura activates, each creature of your choice in the area gains 3 temporary hit points, as icy spirits inure it to suffering. These temporary hit points increase to 4 at 10th level, 5 at 15th level, and 6 at 20th level. Creatures who have temporary hit points from this feature can move freely through difficult terrain made by water or ice.

  •  Ice that falls to the ground around you in a 10-foot radius creates difficult terrain until your next turn.

At 18th level, the radius of the aura increases to 30 feet.

Shield of Endless Winter

At 15th level, while your Aura of the Glacier is active:

You and allies within the aura gain resistance to cold damage.

You and allies ignore the effects of extreme cold, as described in the Dungeon Master’s Guide.

Whenever you or an ally in the aura takes damage from a melee attack, you can use your reaction to reduce that damage by an amount equal to your Charisma modifier (minimum 1).

Form of the Glacier

At 20th level, you can assume the mantle of the eternal glacier. As a bonus action, you gain the following benefits for 1 minute:

You emanate a 30-foot aura of glacial frost. Enemies treat this area as difficult terrain.

At the start of each of your turns, you can choose one creature you can see in the aura. That creature must succeed on a Strength saving throw against your spell save DC or have its speed reduced to 0 until the start of your next turn.

If you use your Channel Divinity while in this form, you may increase the maximum size of the area you reshape with Shape the Cold River to 50 feet on a side. Once you use this enhancement, you can’t do so again until you finish a long rest, unless you expend 10 lay on hand points.

You gain resistance to all damage except force, radiant, and psychic.

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