Oath of The Frosteborn

Deep beyond the winter veils and tundra slopes, ther once resided a secular race of elves known as The Frosteborn. They were elves who had devoted their entire lives work to the mastery of Cryomancy. There, form and society was built around the humbling gusts of the tundra, and buried deep in the center of their hidden kingdom rested the marvleous glow of the realms purest source of ice energy. The large crystal of ice and it's silent whispers known simply as "The Frostecall". Little did they understand the depth of power the Frostecall was able to grant them; as little did they expect that same power to be their downfall.

Tenents of The Frosteborn

These knights are the emissaries of Her Queen's will by devotion to The Frostecall. They heed the whispers that reach to them with unwaivered conviction.

Resolve. The time will come when you must act, and when it calls; you must carry out action with certainty and with no regrets. Or may the Frostescourge take you.

Family. Whether bound by blood, spirit or mind; your duty is to those whom find refuge in your kinship. Defend them, shelter them, and guide them. Or may the Frostescourge take you.

Agony. To those whom have fallen in battle, carry them in your heart. Their pain is yours to share; as is their strength. Or may the Frostescourge take you.

Love. Do not allow the cold of life to freeze over your heart. Never loose sight of what you hold dear and remain compassionate to others. Or may the Frostescourge take you.

Oath of the Frostborne Features

Paldin Level Feature 3rd Oath Spells, Channel Divinity, Cryo-Smtite, Hands of Froste 7th Aura of the Envoy (10 ft.) 15th Spirit of the Snows 18th Aura of the Envoy (30 ft.) 17th Agony of the Frostscourge

Oath Spells

You gain Oath Spells at the Levels listed.

Oath of The Frostecall Spells

Level Spells 3rd armor of agathys, charm person 5th create or destroy water, misty step 9th sleet storm, water walk 13th guardian of faith, ice storm 17th cone of cold, control winds

Channel Divinity

When you take this Oath at 3rd level, you gain the following two Channel Divinity options.

Frosteborn Armament. As an action, you call upon the Elemental Plane of Ice to summon equipment made from magical ice. You conjure a set of magical ice armor (which is treated as plate armor), which you immeadiately don. The armor grants you resistance to cold damage. You may also conjure one of the following: a greatsword, longsword, or shield. If you are already wearing armor or have equipment that you could chose from this ability, you can treat your exisiting equipment with the benefits from this Channel Divinity.

Equipment conjured this way melts after 8 hours, or if dismissed as a bonus action. You may also use a bonus action to recall and don any summoned weapons or armor, as long as you both are on the same plane as when you conjured them.

At 5th level, the summoned equipment is treated as +1 equipment. This increases to +2 at level 10, and +3 at level 15. The additional damage granted to weapons from this ability is dealt as cold damage.

Cryo-Arcane Prison. As an action, you may call the Frostecall from your being to attempt to encase a target within 20 feet of you in ice. The target must suceed on a Strength or Dexterity saving throw (its choice) or be encased in ice. While encased this way, it is frozen (a frozen target is considered petrified, and gains vulnerability to fire damage). A frozen target can repeat the saving throw at the end of each of its turns, freeing itself on a success.

Cryo-Smite

Damage dealt with your Divine Smite is dealt as cold damage instead of radiant damage.

Hands of Froste

At 3rd level, you gain an offensive option to use with your Lay on Hands. You can cast Lay on Hands as a touch spell. A creature must make a Constitution saving throw or take cold damage equal to the amount of Lay on Hands used and become frozen (see Cryo-Arcane Prison for frozen rules). Creatures of size Large or higher automatically succeed on the saving throw.

Starting at 15th level, creatures of size Large or higher no longer automatically succeed on this saving throw.

Aura of the Envoy

Starting at 7th level, the cryo-arcane energies of the Frostecall begin to envelope your body and emit a comforting veil of winter bliss. You, as well as any friends within 10 feet of you, gain resistance to cold damage. You also gain protection from cold environments, such as frigid waters, and high altitudes as outlined in Chapter 5 of the Dungeon Master's Guide. If you are also wearing the Frostborne Armaments from your Channel Divinity, you gain immunity to cold damage.

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