Paladin
Base Class: Paladin

The Oath of Frozen Vows is one of the harshest vows a paladin may take in its life. It requires the paladin to be unwavering and unchanging as the eternal ice atop a mountain it is a symbol of beauty who reached its peak to always remain perfect in the servitude of its ideals. Paladins who dedicate themselves in that oath spread their belief with a firm hand pushing those surrounding them to their standard and punishing those opposing their duties harshly. Depending on their alliegeances, they strike bend evil to their way or corrupt good when they see it in an unflinching manner. Paladin who follow this path are known as executioners.

While their zeal is relentless, they bear hope that the display they put will force other to follow in the path. They do not bear the way of Conquest but that of Order and will ensure that said Order is followed be it in their land or foreigns.


Tenets of Order

Eternal Your Faith shall be the same from the day you place your vows. Unbroken, Unchanged, Unwavering, nothing shall impact your belief not even your actions.

Absolute Your actions forever righteous to your devotion shall not be tempered by your surrounding no law nor binding shall restrict your from following the path.

Erudite In order not to mistake your ideals and the path, you shall know the rules of your order best. 

Constant For the same sin, the same punishment shall apply. The choices one put before destiny shouldn't be considered in front of Order. 

 

Channel Divinity

Forced Coercion. You can use your Channel Divinity to augment your presence with divine power. As a bonus action, you grant yourself a +5 bonus to Charisma (Intimidation) checks for the next 5 minutes.

Vow of Punishment. You can use your channel divinity to Punish those who fail to uphold order, you can target one creature within 30ft and it must make a wisdom save against your paladin save DC or be paralyzed until the end of your next turn, if it has a Lawful alignments it have advantage on the save.

Aura of the Judicator

Starting at 7th level, your ideals materialize in an area hardly escapable for those who try to escape your justice. Any hostile creature within 10 ft. of you have its movement halved, unless they pass a charisma save, the DC is your paladin spell save. The effects last until beginning of its next turn.

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

Unrelenting Pursuer

Starting at 15th level, your drive for order forces you to move forward to apply your law. You choose one creature at the end of each turn. Each time that creature hits you, you can spend your reaction to move half your movement speed closer to it.

Hammer of Law

At 20th level, you become an embodiment of law.  Using bonus action, you undergo a transformation. For 1 minute, you gain the following benefits:

  • You ignore all creatures resistances, or you deal 1d8 extra Radiant damage. (Must choose when activated) 
  • Whenever a Creature hits you with an attack you can use your reaction to rebuke them, each time that creature hits you before your turn it takes radiant damage equal to your Charisma modifier (Minimum of 1).

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

Previous Versions

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