Oath of the

Purifying Frost

Paladins of the Oath of the Purifying Frost are fearsome enforcers of the church of Auril. Within the church, these paladins are known as "Hands of Auril." They serve ice priests and priestesses in advancing the church's causes by completing deeds that require strength of arms. Hands of Auril are cold and cruel, enforcing the church's mandates through fear and intimidation, and by smiting down their foes.

An Oath of the Purifying Frost is taken in the presence of several ice priests and priestesses in a ceremony occurring on Midwinter's night. The ceremony is usually held near a glacier, and all in attendance are unclad. During the ceremony, the paladin must kneel before a lady or lord of cold, who presides over the ritual, pronouncing the paladin as a Hand of Auril while touching each shoulder with a frostbrand sword.

Tenets of the Purifying Frost

During the induction ritual, the paladin must swear a sacred oath to uphold the church's ideals.

Instill Fear of Auril's Wrath. Use intimidation and strength of arms to instill the fear of Auril's wrath in all the people of the realms. Force people to pray to Auril for mercy.

Recruit the Faithful. Recruit loyal followers into the church. It is important to have influential people in important positions to advance the church's goals.

Gain Power for the Church. Gain power through subterfuge and force of arms. Bring wealth to the church through donations, so it may gain greater influence and power.

Slay by Cold. Smite the church's enemies with Auril's cold wrath. You must kill at least one living creature by cold once per year.

Extinguish Fires. Put out fires wherever they are found, so that Auril's purifying frost can be felt.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of the Purifying Frost Spells

Paladin Level Spells 3rd frost fingers, ice knife 5th ice blade, Snilloc's snowball storm 9th elemental weapon (cold), sleet storm 13th fire shield (cold), ice storm 17th chilling frost, cone of cold

Chilling Smite

Beginning at 3rd level, you can choose to deal either cold or radiant damage when using your divine smite feature.

Channel Divity

When you select this oath at 3rd level, you gain the following two channel divinity options.

Frost Weapon. As a bonus action, you can imbue one weapon you are holding with cold energy. For 1 minute, your weapon is considered magical and deals extra cold damage equal to half your paladin level rounded down (minimum +1).

Cause Fear. As an action, you present your holy symbol and recite a prayer to invoke the fear of Auril’s wrath in all enemies within 60 feet. A creature within range that can see and hear you must make a Wisdom saving throw, unless it cannot be frightened. On a failed save, the creature is frightened for 1 minute or until it takes damage. While the creature is frightened, its speed is 0, and it cannot benefit from any bonus to its speed. On a successful save, the creature’s speed is halved for 1 minute, or until it takes damage.

Biting Cold

Starting at 7th level, you can maximize the cold damage from an attack or spell that deals could damage.

You can use this feature a number of times equal to your Charisma modifier between a short or long rest.

Cold Aura

Starting at 15th level, you can activate a 15-foot radius cold aura that lasts for 1 minute. A creature that moves into the aura for the 1st time or starts its turn there must make a Constitution saving throw against your spellcasting DC, or be slowed (as the spell) until the start of its next turn; a successful save negates the aura's effect that turn.

The aura moves with the paladin.

Icedawn's Fury

At 20th level, you may use an action to transform for 1 minute. Your eyes and skin turn a light blue color. Frost covers your body from head to toe, and the air around you is frigid; this transformation has several benefits:

Any creature within 5 feet of you that touches or strikes you with a melee attack takes 1d6 cold damage.

Your melee weapon attacks deal an extra 1d6 cold damage per strike; this damage bypasses cold resistance.

You are immune to cold damage for the duration.

Once you use this feature, you cannot use it again until you finish a long rest.