Paladin
Base Class: Paladin

Paladins of this Oath believe in the values of the Norse way, family, trust, loyalty and battle. Paladins of this class rarely become attached to groups and parties outside of their oath. However, those that do find lifelong and trustworthy friends that serve with them for lifetimes. 

Oath Spells

You gain oath spells at the paladin levels listed in the Oath of Conquest Spells table. See the Sacred Oath class feature for how oath spells work.

Oath of Conquest Spells

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.

Call of the Brave. As a bonus action, you make all creatures of your choice within 30ft of you immune to being frightened and charmed. All barbarians you select within this range may enter a rage without having to use a bonus action on their next turn. You also lose all benefits of any shields you are carrying until the start of your next turn, if you are carrying a shield and lose it's effect by this effect, you gain a +5 bonus to your Strength (max 30) until the start of your next turn.

Call of the Wolf. As a bonus action, you may summon a burst of lupine strength to surge through your body for 1 turn. You may not cast spells the turn you activate this effect and you automatically break all concentration on spells when this effect is active. Until the start of your next turn, your Strength score increases by up to 10 points (max 30), however your Wisdom and Intelligence score each decrease by the same amount (no min, negative values follow modifier rules), these changes last until the start of your next turn.

Aura of the Northern Winds

Starting at 7th level, you constantly emanate a menacing aura while you’re not incapacitated. The aura extends 10 feet from you in every direction, but not through total cover.

If a creature is hostile towards you, its speed is halved while in the aura, and that creature takes cold damage equal to half your paladin level if it starts its turn there.

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

Viking Armada

Starting at 15th level, the spirits of great and powerful warriors before you come to your aid once you have proven yourself in battle. Whenever you drop a hostile creature's hit points to 0 while they are in and affected by your Aura, you may summon an amount of Viking warriors that use the berserker statistics equal to the amount of medium or larger hostiles you are fighting but with a Strength score of 20 and with 4d8 + 10 hit points. When you activate this effect, consult the following table for each hostile you are facing.

Tiny - No berserkers

Small - No berserkers

Medium - One berserker for each medium hostile

Large - One and a half berserker for each medium hostile (rounded down)

Huge - Three berserkers

Gargantuan - Five berserkers or 10 berserkers, if only the gargantuan creature is hostile, you summon five berserkers, if there are more hostile creatures than the Gargantuan hostile, you summon 10, no more that may be applicable by other hostiles.

Call of the Northern Glacier

You summon a fierce, raging storm of hail and lightning that strikes down your enemies, this power is seemingly gifted to you by the gods themselves as your power becomes unparalleled. As an action, every creature in a 50ft cone must make a Dexterity saving throw. On a failure, a creature takes [roll]4d12[/roll] cold damage, [roll]4d12[/roll] lightning damage and [roll]1d12[/roll] bludgeoning damage and gain a condition based on a [roll]1d4[/roll] roll made by the DM (1 - stunned, 2 - paralysed, 3 - restrained by ice, 4 - unaffected). On a successful save, a creature takes half damage and is unaffected by the [roll]1d4[/roll] roll. When you activate this effect, you gain the use of a 9th level spell slot.

Once you use this feature, you may not do so again until you finish a long rest.

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