Base Class: Paladin
Rise again, from the frost... as your duty to your queen, beckons you to continue... and be reborn from the ashes you once became in your past. Live by the decree of the Frostgrave, watchers of death that reside in the cold desert... and follow the tenets to protect the otherworldly spirits of the dead... or be forgotten to the ashes once again.
I. We do what the living cannot
II. Honor and duty
III. Justice for the past
Note: Once you choose this subclass, you are not able to multiclass.
Level 3: Oath of the Frostgrave Spells
The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of the Frostgrave Spells table, you thereafter always have the listed spells prepared.
(Please note the spells marked with an asterisk * need to added manually to your spellbook)
| Paladin Level | Spells |
|---|---|
| 3 | Armor of Agathys*, Command |
| 5 | Hold Person, Rime's Binding Ice* |
| 9 | Spirit Guardians, Spirit Shroud* |
| 13 | Ice Storm, Spirit of Death* |
| 17 | Danse Macabre*, Hold Monster |
Level 3: Frozen Bulwark
Your deathly nature as one that comes from the frost makes you an immovable construct, that defies all odds against them, and ensures your survival.
Upon using a bonus action and expending one use of your Channel Divinity feature, you gain the following benefits for a minute:
- You gain temporary hit points equal to twice your proficiency bonus + Charisma modifier at the start of each of your turns. These THP do not stack they refresh if you still have them.
- While active, you may choose to imbue your weapon with one of the spirits, when imbuing a weapon this way its magical properties are replaced by the properties of said spirit's. At level 15, you may imbue your weapon with up to 2 spirits (refer to 'Spirits' section of this feature.
You can use this feature once per short or long rest.
Gravefrost Smite:
The Frostgrave imbue their weapons with the dark and cold forces of nature, rather than divinity, as they rise from the ashes of war.
- Once per turn when you hit with a weapon attack and expend a spell slot to Divine Smite, you can change all damage from that smite into cold or necrotic damage.,
- If the target is Large or smaller, it must succeed on a Strength saving throw or be restrained by spectral frost until the start of your next turn.,
- A restrained creature can use its action to make a Strength (Athletics) check against your save DC to break free.
Spirits:
3rd Level – The First Knight (Signature Mechanic)
You have bound the soul of your first fallen champion. Through a ritual during a Short Rest, you may imbue a weapon you wield with this spirit.
The First Knight changes your combat style while bound to your weapon:
First Knight – Ser Alaric, The Shieldbreaker
Spirit Weapon Effect: Attacks ignore resistance to slashing, piercing, and bludgeoning damage.
Tactical Sweep: Once per turn when you hit a creature, you may force all creatures of your choice within 5 feet of it to make a Dexterity saving throw (DC = 8 + your proficiency bonus + your Charisma modifier) or take cold damage equal to your Charisma modifier.
7th Level – Second Knight (Requires Quest)
You gain another bound spirit. When you finish a short rest, you choose which spirit is bound to your weapon.
Second Knight – Lady Vyra, The Silent Huntress
Spirit Weapon Effect: Your movement does not provoke opportunity attacks.
Ghost Step: Once per turn when you hit a creature, you can immediately move up to 10 feet without provoking opportunity attacks.
Cold Mark: The first creature you hit each turn is “marked” until the end of your next turn, you have advantage on your next attack roll against it.
15th Level – Third Knight (Requires Quest)
The weight of your deeds calls forth a spirit of dread majesty, a knight whose presence is an omen of doom.
Third Knight – Lord Kaelen, The Black Herald
Spirit Weapon Effect: Your weapon strikes ripple with necrotic might. Whenever you deal damage with it, add necrotic damage equal to your proficiency bonus.
Herald of Ruin: Once per turn when you reduce a creature to 0 hit points, you can force all enemies within 10 feet of it to make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier) or become frightened of you until the end of your next turn.
Dread of Authority: As a reaction, when a creature within 30 feet of you that can see or hear you makes an attack roll, ability check, or saving throw, you may impose disadvantage on the roll. You can use this reaction a number of times equal to your Charisma modifier (minimum 1), regaining expended uses on a long rest.
20th Level – Fourth Knight (Requires Quest)
The culmination of your bond with the spectral host, a spirit whose legend transcends mortal ken. This is not merely a knight, but a myth, a force of destiny.
Fourth Knight – Seraphine, The Dawn Eternal
Spirit Weapon Effect: Your weapon shines with radiant frost. Once per turn, when you hit an enemy, you can deal an additional 1d6 cold or radiant damage.
Eternal Vanguard: Allies within 10 feet of your weapon gain resistance to necrotic and cold damage, as well as advantage on saving throws against being charmed.
Radiant Requiem: Once per long rest, the first time you are reduced to 0 hit points, you immediately unleash a pulse of radiant frost. All creatures within 30 feet must make a Constitution saving throw (DC = 8 + your proficiency bonus + your Charisma modifier) or take 4d10 cold and 4d10 radiant damage, half as much on a success.
You may only use one spirit at a time until level 15, where you can imbue 2 spirits at a time.
Level 7: Aura of the Forgotten
The chill of the South begins to stir inside you.
- Any creature of your choice moves into your aura, its speed reduced by 10 feet until the start of your next turn.
- If a hostile creature starts its turn while within your aura, and it still affected by the movespeed reduction, reduce its AC by half your CHA modifier.
Level 15: Rider of the South
After spending time with you along your journey as a Paladin that serves the moon, your faithful steed begins to change their appearance, and eternally bond with you, until death does its part.
Your Find Steed can be cast at 4th level (without expending a spell slot) when using your Faithful Steed feature. The steed takes the form of a Nightmare (uses its statblock instead of Otherworldly Steed), and has immunity to cold damage instead of fire. Your minds are linked, causing you to both be considered the same creature for spells that affect the mind, such as command and psychic lance. The steed is considered a fiend as such, and cannot be killed until you are. While you are conscious, the nightmare cannot be the target of direct attacks as you refuse to make unnecessary sacrifices. When the steed takes more than 70 fire or radiant damage in a turn, it gains the incapacitated condition until the start of your next turn. While mounted, if you have moved on your turn, you are under the effects of Half-Cover.
Level 20: Lord of the Frozen Moon
Destiny begins to unravel, as you begin to surge with the power of the moon... and become an unstoppable force to reckon with. One that does not yield... until the tenets of their duty is fulfilled.
As a Bonus Action, you can command your power to wash over the moon, engulfing the world into a frosty chill for 10 minutes, or until you release your power (no action required.) If the moon is currently not present, you can create an Artificial Moon for the duration of this ability. Once you use this feature, you can't use it again until you finish a Long Rest. You can also restore your use of it by expending a level 5 spell slot.
- While Lord of the Frozen Moon is active, the range of your aura increases to 120ft, and hostile creatures are immediately affected by the movement speed reduction, and the AC reduction.,
- When you hit a creature with your Gravefrost Smite Class feature, you can attempt to restrain it, regardless of size. If you attack a creature that is restrained by this class feature, you can treat it as being paralyze.
- The moon becomes an extension of your senses. Any creature that has a direct line of sight to the moon (even during the day time), you have knowledge of their location, and they can not gain benefits from the invisible condition.
Previous Versions
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10/11/2025 12:57:45 PM
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