Base Class: Cleric
Tales tell, at the beginning of time, there was a Giant. His many descendants built the world from nothing but fire and ice. Clerics that pledge themselves to one of these ancient beings are imbued with their power, and fight for them with the fervent- and violent -wrath of the giants. It is said that after death, clerics of this domain train to fight for the Giants in a war that's been prophesized to occur for years.
JǫtunnGuard Domain Spells
| Cleric Level | Spells |
|---|---|
|
1st |
Ice Knife, Armor of Agathys |
|
3rd |
Enlarge/Reduce, Hold Person |
|
5th |
Sleet Storm, Elemental Weapon |
|
7th |
Ice Storm, Fire Shield |
|
9th |
Cone of Cold, Wall of Stone |
Empowered Frost
At 1st level, you know the Ray of Frost cantrip, which doesn’t count against the number of cleric cantrips you know. For you, it reduces a targets speed by 10 feet for each d8 of damage it does, and you can cast it as a bonus action. If you reduce a creature's movement speed to 0, it is restrained in ice until the start of your next turn. Afterwards, the target cannot be slowed by Ray of Frost for 1 minute.
Additionally, any time you cast a spell that does cold damage, you can add an additional 1d4 cold damage.
Chill Casting
Starting when you choose this domain at 1st level, when you cast a spell that does radiant or necrotic damage, you can choose to make it deal cold damage instead.
Channel Divinity: Winter's Wrath
Starting 2nd level, you can use your Channel Divinity to empower yourself with Frost Giant Magic. For 10 minutes, you can increase your size by one category and cause a small blizzard around yourself as an action. This ends early if you die or are incapacitated. Until it ends, you gain the following benefits:
- A 10-foot area around you is considered difficult terrain for your enemies.
- Your reach increases by 5 feet.
- Your walking speed increases by 10 feet.
- You have advantage on Strength checks and Strength saving throws.
- You gain a bonus to the damage rolls of your melee weapon attacks equal your Strength modifier (minimum of +1).
If you use this Channel Divinity option again while it is already active, your size increases by an additional category, your reach increases by an additional 5 feet, and your walking speed increases by an additional 10 feet, and your Strength score increases by 5.
Ymir's Resilience
Starting at 6th level, you gain further control over the aspects of frost, granting you new abilities
- Cold damage dealt by your Cleric spells ignore resistance to cold damage
- You gain resistance to cold damage, and you don't suffer the effects of extreme cold
- When you successfully destroy a creature using your Destroy Undead feature, you gain temporary hit points equal to your Wisdom modifier + your cleric level (minimum of 1).
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 cold damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Fenrir's Strength
At 17th level, Divine Strike does its maximum damage and you score a critical hit on a d20 roll of 19-20 against creatures that are at least one size category smaller than you. While Winter's Wrath is active, you succeed all Strength and Constitution saving throws with a DC of 20 or lower.
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