Paladin
Base Class: Paladin

Often seen as cold hearted, intimidating, and cruel, the Oath of Winter Paladins are, in reality, unyielding in their morals, unstoppable in their fury, and unrestrained in their passion and love for the natural beauty of the world. Their tenets are as follows:

Cold of Heart. Winter is uncaring. Do not let emotion corrupt you, or sway you from your convictions.

Pure as Snow. Winter is unstained. Frost strips the world bare, leaving only what is true. Burn away deception and corruption until only truth remains.

Protect the Cycle. Winter is death, making life dormant until the start of the next cycle of nature. Maintain the Cycle of Life by helping others grieve and preserving the natural, the young, and the weak from forces unnatural that seeks to harm them.

Channel Divinity

Killer Frost. As an action, you present your holy symbol and sear a creature you can touch with killing frost. The target must make Constitution saving throw.

On a failure: It takes 1d6 cold damage + 1d6 necrotic damage It is afflicted with a Freezer Burn effect for 1 minute. On a success: it takes half damage and no effect.

Phase 1: Winter is coming. At the start of each of its turns, the target takes 1d6 cold + 1d6 necrotic damage. If it takes cold damage, the effect flares, taking an extra 1d10 necrotic damage (once per round). It's speed is reduced by 10ft every time it takes cold damage. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.

Phase 2: Feel the chill of despair. Ice takes over the body. After 2 failed saving throw, the target loses its resistance to cold damage and takes additional damge equal to your proficiency bonus when hit with cold damage from the paladin and from a source other than Killer Frost. The target also has disadvantage to Constitution saving throw.

Phase 3: The Winter takes it all. After 2 more failed saving throw, the target is frozen for a number of hours equal to your proficiency bonus.

 

Icy Shackles. As an action, you can use your Channel Divinity to summon icy chains that freeze every enemy in place within 10ft. The targets must succeed on a Strength saving throw or be restrained by icy shackles for up to 1 minute. The restrained creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.

At 18th level, the range becomes 30ft.

Aura of the Frozen Embrace

At 7th level, your presence emanates a cold aura that protect your allies. You and friendly creatures within 10 feet of you gain resistance to cold and are unaffected by changes of temperature. 

Additionally, you may use your bonus action to coat your weapon in ice for 1 minute, replacing the type of damage it makes by cold damage. This feature can be used a number equal to you proficiency bonus and resets daily.

At 18th level, the range of this aura increases to 30 feet

Aurora's Veil

At 15th level, you can summon shimmering curtains of light around your allies. When an attack would hit you or an ally, you can use your reaction to soak up the attack up to the number of creatures in your aura times your proficiency bonus.

Winter Incarnate

At 20th level, you become the Will of Winter. The temperature drops around you, your skin turns blue and your hair becomes white.

As a bonus action, you gain the following benefits for 1 minute:

- You are immune to cold damage and resistant to fire damage.

- You emanate a blizzard aura of 30ft, heavily obscuring hostile creatures.

- At the end of each of your turns, each creature of your choice in your aura takes Cold damage equal to twice your Charisma modifier.

- When you use your Divine Smite feature, you can choose to deal Cold Damage instead of Radiant Damage.

 

Once you use this feature, you can't use it again until you finish a long rest.

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