Cleric
Base Class: Cleric

The artic domain governs lands where snow is more common then rain and the cold temperatures and harsh conditions spell death for the unprepared. The domain emphasizes survival against harsh conditions and the preservation of life in the most hostile of environs. Deities of the Artic include Auril goddess of winter,  The Devourer, Thyrm, Queen Mab as well as various nature deities and winter spirits. Followers of these deities seek to bring comfort to those facing the colds harshness, or may seek to enforce natural order by making sure only those who prepare survive. Their magic allows them bring forth both the harsh cold to bear on their enemies as well gentle reprieve of the isolated fire at night. They're focus is on survival and acknowledgement of the power of the cold over life and death.

Domain Spells

1st-level Artic Domain feature

You gain domain spells at the cleric levels listed in the Artic Domain Spells table. See the Divine Domain class feature for how domain spells work.

Artic Domain Spells
CLERIC LEVEL SPELLS
1st absorb elementsfrost fingers
3rd healing spiritRime’s Binding Ice
5th elemental weapon, sleet storm
7th fire shield, Ice Storm
9th cone of coldcommune with nature

Bonus Proficiency

1st-level Artic Domain feature

When the cleric chooses this domain at 1st level, he or she gains proficiency with martial weapons.

Survivalist

1st-level Artic Domain feature

When you choose this domain at 1st level, the cleric gains proficiency in the survival skill. In addition, During combat they may use a bonus action to roll survival check to determine the nature of a single enemy they face. The DC of the check is equal to the CR of the creature they are attempting to identify (min. 10). They may learn one of the following:

  • Any damage resistances or immunities
  • Any damage vulnerabilities
  • Any condition immunities
  • The creature's lowest Ability score

Channel Divinity: Shelter from the Cold

2nd-level Artic Domain feature

Starting at 2nd level, the cleric can use Channel Divinity to protect those around them from harm. As an Action you present your holy symbol, and each creature of your choice that can see or hear you within 30 feet of you takes half damage from the next spell or attack that hits them.

Clinging cold

6th-level Artic Domain feature

When you deal cold damage to a creature, ignores resistance to cold damage and the creature is restrained until the end of their next turn.

Divine Strike

8th-level Artic Domain feature

At 8th level, the cleric gains the ability to infuse his or her weapon strikes with artic chill. Once on each of the cleric’s turns when he or she hits a creature with a weapon attack, the cleric can cause the attack to deal an extra 1d8 cold damage to the target. When the cleric reaches 14th level, the extra damage increases to 2d8.

Proven Safehaven

17h-level Artic Domain feature

Starting at 17th level, when you use you use your Channel Divinity to protect your allies, the strength of that protection increases. Creatures benefiting from your Shelter from the Cold ability now take half damage from the next three spells or attacks that hit them. While this effect is active they also have advantage on all constitution savings throws

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