# Paladin: Oath of Frostfire The Knights of Frostfire are former villains, crooks, bandits and murderers, but they were given a second chance. A knight stepped forward and judged them, told them they could be better, helped them reach their peak. Now they act and give others the same chance, offering the warm hand of Redemption to those that need it, or the cold grip of steely Judgement to those that break the faith placed in them. >### Tenants of Frostfire > >**Balanced Living**: While Redeeming and Judging others are valued, Living life to its fullest allows one the most experience to make the tough decisions and act on emotion. > >**Cold Judgement**: When holding court judge others in cold calculation, let logic be your guide, accept emotions exist but do not let them sway you from the right course. > >**Enflamed Passion**: When you must act, act upon your emotions, light the brazier inside and fan it’s flames until it rages. > >**Redemption**: Everyone deserves a chance, give them a hand up, dust them off and hold them to the higher standard. Watch them with cold eyes, let them act, live, love, but should they fall again, ensure they are burned for abusing your Mercy. ### Oath of Frostfire Features #### Oath Spells You gain oath spells at paladin levels listed in the Oath of Frostfire Spells Table. See Sacred Oath class features for how Oath spells work. |Level | Spells | |:----:|:----:| |3rd | armor of agathys, burning hands | |5th | flame blade, dragon’s breath | |9th | hunger of hadar, glyph of warding | |13th | wall of fire, ice storm | |17th | cone of cold, immolation | #### Channel Divinity Starting at 3rd level when you take this oath you gain the following two Channel Divinity options, see the Sacred Oath feature for how Channel divinity works. **Cold Resolve**: You can use your Channel Divinity to augment your resolve and bolster your mental faculties. As a bonus action grant yourself a +5 to intelligence checks and proficiency on wisdom checks for the next 5 minutes. **Ashen Rebuke**: You can use your Channel Divinity to prevent an enemy spell caster from uttering the words necessary to complete spells, when a spell caster casts a spell against an innocent or ally of yours from within 30 feet of you they must make a wisdom save or have the spell countered, if they succeed they cast the spell successfully but cannot cast spells with a verbal component on their next turn, If they fail the spell is countered and they are unable to cast spells that require a verbal component for the number of rounds equal to your charisma modifier. #### Aura of Stillness Starting at 7th level your presence naturally calms the fears of your allies, you and friendly creatures within 10 feet of you can’t be frightened while you are conscious. At 18th level the range of this Aura increases to 30 feet. #### Frostfire Expulsion Starting at 15th level the fire inside of you rages and your chilly exterior wishes to be unleashed, as an action you may allow the fire to lash out and the ice to spread coating an area equal to your Paladin level + your charisma modifier in feet in difficult terrain, anyone who enters this terrain must make a dexterity save or slip prone and anyone who ends their turn in the terrain takes 2D6 fire damage and 2D6 cold damage. This lasts for the number of minutes equal to your charisma modifier, once you have used this feature you may not us it again until you have completed a short or long rest. #### Avatar of Duality At 20th level, as an action, you may split yourself into two separate entities who each share ability scores, but have half your maximum hit points. Both of them are aspected to one element, one is fire, the other ice. The Icy Avatar increases all allies and friendly animals within 60 feet’s, armour class by +4 and grants them temporary hit points equal your paladin level + your constitution modifier. Additionally enemies within 15 feet must make a dexterity save or fall prone. The Firey Avatar bolsters all allies and friendly animals within 60 feet igniting any weapons they carry to allow them to deal an additional 2D6 fire damage on successful attacks. Additionally enemies take 4D6 fire damage if they end their turn within 15 feet of the Fire Avatar. You control both of these avatars, both operate on the same initiative, if both are killed you emerge on the spot where the last one fell, the Avatars remain for 1 minute or until destroyed or you have cancelled them using an action. Once you have used this feature you cannot use it again until you have finished a long rest, or unless you expend a 5th level spell slot. \page >#### Image Credit >Frostfire outfit from Arenanets Guild Wars 2.