Wufflykins
2016-08-07, 02:14 AM
UPDATE! PDF ROUGH DRAFT COMPLETE!!!
Be a Better Frost Knight - Oath of the Frostfell! (https://www.dropbox.com/s/36ernv18ulapl14/Oath%20of%20the%20Frostfell.pdf?dl=0)
Hey folks! Check out the link above for a prettyfied version of the below!
Feeling inspired an amalgamation of different tropes from my favourite fantasies, I've put together a 'Winter Knight'.
I'd like to know what it reminds you of in fantasy and what you'd change in the tenets and mechanics to make it more balanced and flavourful!
When I'm confident it's ready I'll be compiling it into a free artful PDF much in the same way I did my Changeling PDF (Be a Better Changeling! (http://www.giantitp.com/forums/showthread.php?494666-Be-a-Better-Changeling!-PEACH))
Oath of the Frostfell
The Oath of the Frostfell has existed since men and elves first deigned to live in the icy regions of the world, where long nights prevail over the day and evil finds easy refuge from the light.
Sometimes called the winter knights, the abyss watchers or the knights of the frozen rose; these are paladins who adopt the cold and dark. To swear this oath is to walk a lonesome road, a solemn promise to watch the world pass by as they keep their vigil.
These lordless knights understand that as long as there is light in the world there will always be darkness. In keeping with that understanding many who swear seek out the doorsteps to the darkest corners of the world, turning the might of winter against savages and denizens of darker realms.
Tenets of the Frostfell
Though the exact tenets and codes of the Oath of the Frostfell vary between each individual who swears it, there is a common set of principles by which each inevitably abide.
Time and Patience. It takes a particularly competent warrior not to react hastily but to chose the time and place for action, emotion has no place on the battlefield.
Seek Evil. Go where angels fear to tread, it is the only place you’ll find meaning.
Stand Against the Tide. There are places in the world where the dark prevails, find one and make it your vigil.
Simple Integrity. Treat others with fairness and honesty. Do not lie, cheat or break promises. Own your actions and make amends for your mistakes.
Oath of the Frostfell
3rd: Oath Spells
Spells:
Armor of Agathys, Featherfall
Hold Person, Gust of Wind
Sleet Storm, Slow
Fire Shield, Ice Storm
Cone of Cold, Control Winds (ee)
Channel Divinity
Frostrage. As a bonus action you envelop yourself in a sheathe of frost, empowering your weapon and hardening your flesh against blows, cuts, slashes and stabs. For 1 minute, you reduce damage you take from slashing, piercing and bludgeon weapons by your Charisma modifier. Additionally once on each your turns, you can deal extra frost damage to one target when you deal damage to it with an attack or a spell. This extra frost damage equals your paladin level.
North Wind. As an action you create a strong blast of arctic air (20 miles per hour) that blows around you in a 10-foot radius and moves with you, remaining centered on you. The wind lasts for one minute. The wind has the following effects:
• Each enemy that starts it's turn in the area takes 1d6 + your charisma as frost damage.
• It deafens you and other creatures in its area.
• It extinguishes unprotected flames in its area that are torch-sized or smaller.
• The area is difficult terrain for enemy creatures.
• The attack rolls of ranged weapon attacks have disadvantage if they pass in or out of the wind.
• It hedges out vapor, gas, and fog that can be dispersed by strong wind.
Snowsight. At 3rd level, you gain the ability to see to the normal limits of your vision even in difficult conditions, you ignore obscurement penalties due to non-magical fog, mist, rain, snowfall, snow glare and snow blindness. During daylight, this usually means the subject can see to the horizon; at night, vision is restricted to ambient light or darkvision as appropriate for your features.
Fjordwalker Aura. At 7th level, fell winter envelops the air in a 10-foot radius around you. While in the radius you and your allies ignore movement penalties and difficult terrain imposed by wind, snow and ice-based effects. Further hostile creatures that move through it spend an additional 1 foot of movement for each foot moved and opportunity attacks against them are made at advantage. When you cast a spell that targets an area, you and all allies within the aura automatically succeed on their saving throws against the spell, and take no damage if they would normally take half on a successful save.
As an action, you can empower this aura to freeze all liquids inside of it, to a maximum depth of 5 feet. Most liquids are turned into an icy surface, which counts as difficult terrain. Lava is cooled into rock, but still deals half damage to creatures walking on it due to residual heat. Any creature submerged in the affected area is moved to the square above or below the ice sheet (your choice). The em remains empowered as long as you maintain concentration on it. The ice sheet melts and breaks apart at a pace natural for the environment it is in.
Child of the Taiga. At 7th level, you gain resistance to cold damage and you can tolerate temperatures as low as -50 degrees Fahrenheit without any additional protection. If you wear heavy clothes, you can tolerate temperatures as low as -100 degrees Fahrenheit.
At 15th level, you become immune to cold damage and are unaffected by even the lowest temperatures.
Eternal Vigil. At 15th level; time ceases to pass for you. As long as you keep your oath you are immune to the effects of old age, can’t be aged magically, and can't die of old age. In addition, you no longer need food, water or even air. If you are below half your hit point maximum at the start of your turn, you regain one hit point. Your severed body members (fingers, legs, tails, and so on), if any, are restored after 2 minutes. If you have the severed part and hold it to the stump, the ability instantaneously causes the limb to knit to the stump.
Frostfell Dreadnought. Upon reaching 20th level, you are so infused with power of winter, you can engulf the area around in a feral tempest of sleet and snow. As an action you may gain the following benefits for 1 minute:
- You regain 10 hit points at the start of each of your turns.
- Whenever you cast a spell on your Oath spell list that has a casting time of one action, you can cast it as a bonus action instead.
- Enemy creatures within 10 feet of you have disadvantage on saving throws against your paladin spells and Channel Divinity options.
Once you use this feature, you can’t use it again until you finish a long rest.
Be a Better Frost Knight - Oath of the Frostfell! (https://www.dropbox.com/s/36ernv18ulapl14/Oath%20of%20the%20Frostfell.pdf?dl=0)
Hey folks! Check out the link above for a prettyfied version of the below!
Feeling inspired an amalgamation of different tropes from my favourite fantasies, I've put together a 'Winter Knight'.
I'd like to know what it reminds you of in fantasy and what you'd change in the tenets and mechanics to make it more balanced and flavourful!
When I'm confident it's ready I'll be compiling it into a free artful PDF much in the same way I did my Changeling PDF (Be a Better Changeling! (http://www.giantitp.com/forums/showthread.php?494666-Be-a-Better-Changeling!-PEACH))
Oath of the Frostfell
The Oath of the Frostfell has existed since men and elves first deigned to live in the icy regions of the world, where long nights prevail over the day and evil finds easy refuge from the light.
Sometimes called the winter knights, the abyss watchers or the knights of the frozen rose; these are paladins who adopt the cold and dark. To swear this oath is to walk a lonesome road, a solemn promise to watch the world pass by as they keep their vigil.
These lordless knights understand that as long as there is light in the world there will always be darkness. In keeping with that understanding many who swear seek out the doorsteps to the darkest corners of the world, turning the might of winter against savages and denizens of darker realms.
Tenets of the Frostfell
Though the exact tenets and codes of the Oath of the Frostfell vary between each individual who swears it, there is a common set of principles by which each inevitably abide.
Time and Patience. It takes a particularly competent warrior not to react hastily but to chose the time and place for action, emotion has no place on the battlefield.
Seek Evil. Go where angels fear to tread, it is the only place you’ll find meaning.
Stand Against the Tide. There are places in the world where the dark prevails, find one and make it your vigil.
Simple Integrity. Treat others with fairness and honesty. Do not lie, cheat or break promises. Own your actions and make amends for your mistakes.
Oath of the Frostfell
3rd: Oath Spells
Spells:
Armor of Agathys, Featherfall
Hold Person, Gust of Wind
Sleet Storm, Slow
Fire Shield, Ice Storm
Cone of Cold, Control Winds (ee)
Channel Divinity
Frostrage. As a bonus action you envelop yourself in a sheathe of frost, empowering your weapon and hardening your flesh against blows, cuts, slashes and stabs. For 1 minute, you reduce damage you take from slashing, piercing and bludgeon weapons by your Charisma modifier. Additionally once on each your turns, you can deal extra frost damage to one target when you deal damage to it with an attack or a spell. This extra frost damage equals your paladin level.
North Wind. As an action you create a strong blast of arctic air (20 miles per hour) that blows around you in a 10-foot radius and moves with you, remaining centered on you. The wind lasts for one minute. The wind has the following effects:
• Each enemy that starts it's turn in the area takes 1d6 + your charisma as frost damage.
• It deafens you and other creatures in its area.
• It extinguishes unprotected flames in its area that are torch-sized or smaller.
• The area is difficult terrain for enemy creatures.
• The attack rolls of ranged weapon attacks have disadvantage if they pass in or out of the wind.
• It hedges out vapor, gas, and fog that can be dispersed by strong wind.
Snowsight. At 3rd level, you gain the ability to see to the normal limits of your vision even in difficult conditions, you ignore obscurement penalties due to non-magical fog, mist, rain, snowfall, snow glare and snow blindness. During daylight, this usually means the subject can see to the horizon; at night, vision is restricted to ambient light or darkvision as appropriate for your features.
Fjordwalker Aura. At 7th level, fell winter envelops the air in a 10-foot radius around you. While in the radius you and your allies ignore movement penalties and difficult terrain imposed by wind, snow and ice-based effects. Further hostile creatures that move through it spend an additional 1 foot of movement for each foot moved and opportunity attacks against them are made at advantage. When you cast a spell that targets an area, you and all allies within the aura automatically succeed on their saving throws against the spell, and take no damage if they would normally take half on a successful save.
As an action, you can empower this aura to freeze all liquids inside of it, to a maximum depth of 5 feet. Most liquids are turned into an icy surface, which counts as difficult terrain. Lava is cooled into rock, but still deals half damage to creatures walking on it due to residual heat. Any creature submerged in the affected area is moved to the square above or below the ice sheet (your choice). The em remains empowered as long as you maintain concentration on it. The ice sheet melts and breaks apart at a pace natural for the environment it is in.
Child of the Taiga. At 7th level, you gain resistance to cold damage and you can tolerate temperatures as low as -50 degrees Fahrenheit without any additional protection. If you wear heavy clothes, you can tolerate temperatures as low as -100 degrees Fahrenheit.
At 15th level, you become immune to cold damage and are unaffected by even the lowest temperatures.
Eternal Vigil. At 15th level; time ceases to pass for you. As long as you keep your oath you are immune to the effects of old age, can’t be aged magically, and can't die of old age. In addition, you no longer need food, water or even air. If you are below half your hit point maximum at the start of your turn, you regain one hit point. Your severed body members (fingers, legs, tails, and so on), if any, are restored after 2 minutes. If you have the severed part and hold it to the stump, the ability instantaneously causes the limb to knit to the stump.
Frostfell Dreadnought. Upon reaching 20th level, you are so infused with power of winter, you can engulf the area around in a feral tempest of sleet and snow. As an action you may gain the following benefits for 1 minute:
- You regain 10 hit points at the start of each of your turns.
- Whenever you cast a spell on your Oath spell list that has a casting time of one action, you can cast it as a bonus action instead.
- Enemy creatures within 10 feet of you have disadvantage on saving throws against your paladin spells and Channel Divinity options.
Once you use this feature, you can’t use it again until you finish a long rest.