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             Sacred Oath 
  Becoming a paladin involves taking vows that commit the 
  paladin to the cause of righteousness, an active path of 
  fighting wickedness. The final oath, taken when he or she 
  reaches 3rd level, is the culmination of all the paladin’s 
  training. Some characters with this class don’t consider 
  themselves true paladins until they have reached 3rd level 
  and made this oath. For others, the actual swearing of the 
  oath is a formality, an official stamp on what has always 
  been true in the paladin’s heart. 
  Oath of Winter 
  The Oath of Winter is a concord between a paladin and an 
  ancient being of ice, Father Winter. With this treatise, the 
  paladin swears to stand vanguard against the cold, but 
  neither to unseat Father Winter from his throne of ice. So 
  long as the paladin upholds this concord, he is made one 
  with the winter's ice, and protected from its ravages. 
  Tenets of Winter 
  Your concord with Father Winter is based on the following 
  principles: 
       Winter's Snow. Though the winter is long and harsh, it 
  is not altogether evil. Your concord with Father Winter 
  himself is proof of that. 
       Winter's Wind. With the coming of winter frosts are 
  harsh dangers and frigid creatures not found in the summer. 
  It is your duty to protect the innocent from this peril. 
       Winter's Throne. To seek to unseat Father Winter from 
  his throne of ice is to break your vow. No matter the evils 
  of his reign, you must not break your concord. 
  Oath Spells 
  You gain oath spells at the paladin levels listed. 
  Paladin Level 
  Spells 
  3rd 
  armor of agathys, ice knife 
  5th 
  shatter, Snilloc's snowball swarm 
  9th 
  protection from energy, sleet storm 
  13th 
  blight, ice storm 
  17th 
  cone of cold, wall of ice 
   
  Channel Divinity 
  When you take this oath at 3rd level, you gain the 
  following two Channel Divinity options. 
       Ice Armor. As a bonus action expending your Channel 
  Divinity, you can wreath your armor in a thick layer of 
  protective ice, which must be chipped away before you are 
  harmed. You gain temporary hit points equal to twice your 
  paladin level + your Charisma modifier. You subtract fire 
  damage from your temporary hit points as if you were 
  vulnerable to it, but if this fire damage reduces your 
  temporary hit points to zero, you take no additional damage 
  from it, as your melting ice neutralizes the excess heat. 
       North Wind. You can use your action to breathe a hoary 
  wind, expending your Channel Divinity. Each creature 
  within a 30-foot cone must make a Constitution saving 
  throw. On a failed save, a creature takes 2d8 cold damage 
  for each point of your proficiency bonus, and its speed is 
  reduced by half until the beginning of your next turn. On a 
  successful save, a creature takes half as much cold damage. 
       A creature killed by this ability becomes a frozen statue 
  until it thaws. 
  Frigid Aura 
  Beginning at 7th level, you emanate bitter cold and draw 
  heat from the room. You and friendly creatures within 10 
  feet of you have resistance to cold and fire damage. 
       At 18th level, the range of this aura increases to 30 feet. 
  Iceflesh 
  By 15th level, your blood freezes in your veins. When you 
  take damage, you can use your reaction to halve the 
  damage you take. 
  Father Winter 
  Starting at 20th level, you can invite upon yourself the 
  purest cold, becoming an effigy of Father Winter himself. 
  For the next hour, you gain the following benefits: 
  • You are immune to cold damage. 
  • On your turn, you can draw the heat from the room, 
  extinguishing any nonmagical fires you can see within 
  30 feet (no action required.) 
  • Creatures within 5 feet which deal damage to you with 
  a melee weapon attack immediately take 2d10 cold 
  damage. 
  • The ground surrounding you rapidly ices over. Spaces 
  adjacent to you are considered difficult terrain for 
  creatures that you choose. 
  Once you use this feature, you can't use it again until you 
  finish a long rest. 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Mage Hand Press/Oath of Winter.pdf