Base Class: Paladin
The Oath of the Cold seek to be like ice and it's duality. Beauty and strength to those in need but dangerous and remorseless to those who abuse there power. Many of the paladins of this oath seek justice yet just like ice don't follow societal laws and won't spread and will be as harsh as necessary. There armor may be lighter so the frozen waters they tread on crack and may be decorated with local fauna they hunt from there wintery homes.
Tenets of the Cold
The tenets of this Oath are just as flexible as ice (not at all). They are considered not only rules to live and die by but the rules to their survival.
Beauty of Water. Always seek to do what's best for those in tears no matter the cost.
Cold blooded. Those who seek evil will meet a grizzly end.
Transparent Strength. You need no excuses for your actions and lying only makes you weaker.
Pass the Warmth. Let those in need take your seat by the fire. Give your "warmth" to the puriest and most beautiful.
You gain the following additional spells.
3rd- Hunter's Mark, Ice Knife
5th- Snilloc's Snowballs, Enlarge/Reduce
9th- Sleet Storm, Conjure Animals
13th- Ice Storm, Elemental Bane
17th- Cone of Cold, Hold Monster
You can also choose your Divine Smite to deal cold damage.
Channel Divinity
Channel Divinity: You can hold a non magical weapon and speak a holy prayer. Until the next day this weapon gains a 1d6 in cold damage and is considered magical, this damage ignores resistances and treats immunities as resistances. Your weapon also looks as though it was carved from magical ice.
Channel Divinity: You can enhance your martial abilities as a bonus action. For the next minute you count as a size larger, can use your reaction to make a melee attack against a creature that attacks you or an ally within 10 feet of you, and all creatures of your choice within 15 feet of you take 2d6 cold damage at the start of your turn. This damage ignores resistances and treats immunities as resistances. You are also resistant to all non magical slashing, bludgeoning, and piercing damage.
Aura of Beautiful Frost
At 7th the air around you grows colder and a trail of enchanting ice is left were you walk. At the start of your turn all allies within 10 feet of you (including yourself) become covered in a thin layer of sparkling frost. They gain +1 AC, your CHR mod in temp hitpoints (does not stack but replaces the previous temp hp from this skill), and deal an extra 1d4 in cold damage on every melee attack.
Dangerously Thin Ice
At 15th level whenever you reach half your maximum hitpoints or lower you become a much more dangerous fighter. The amount of Cold damage you deal doubles and you can make a melee attack as a bonus action.
Wrath of the Storm
At 20th level you can present your holy symbol and speak a prayer as an action that causes a number of enemies equal to half your paladin level to be covered in ice. All targeted creatures must make a STR saving throw equal to 10+ CHR+ STR to not be frozen. If the creatures fail they are frozen solid for the next minute, their speed is zero, they cannot take any actions except for remaking the saving throw on there turn and take 4d8 damage at the start of there turn while frozen solid. If they pass the saving throw there speed is halved, all attacks and saving throws are made with disadvantage, take 1d8 cold damage at the start of there turn, and are vulnerable to cold damage.
Previous Versions
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7/30/2021 2:59:07 PM
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7/30/2021 4:30:26 PM
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8/9/2021 11:26:46 PM
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