Base Class: Cleric
Mountains signify strength, endurance, and hard-won wisdom. Many gods make their homes in the mountains, and so do many horrors. Those who would know themselves in full must embrace the ordeal of scaling highest peaks, despite the thin, cold air, deprivation, and hardships that await.
Mountain Domain Spell
|
Cleric Level |
Spells |
|
1st |
feather fall, jump |
|
3rd |
enhance ability, spider climb |
|
5th |
meld into stone, sleet storm |
|
7th |
stone shape, stoneskin |
|
9th |
commune with nature, cone of cold |
Bonus Proficiency
At 1st level, you gain proficiency with Athletics, Nature, or Survival (your choice).
Athletics
You have proficiency in the Athletics skill.
Nature
You have proficiency in the Nature skill.
Survival
You have proficiency in the Survival skill.
Tongue of the Mountains
From 1st level, you become fluent in Dwarvish or Giant (your choice).
Dwarvish
You can speak, read, and write Dwarvish.
Giant
You can speak, read, and write Giant.
Channel Divinity: Ever Upward
Starting at 2nd level, you can use your Channel Divinity to grant yourself and up to five other creatures advantage on skill or ability checks to avoid falling, or avoid the prone condition. In addition, affected creatures take half damage from falling. This effect lasts for 1 hour.
Soul of the High Peaks
At 6th level, you become resistant to cold damage.
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 cold damage increases to 2d8.
Avalanche
At 17th level, as an action you can create an avalanche that crushes and buries everything in its path. A 60-foot cone of ice, snow, and rubble erupts from a point of your choosing within 20 feet of you, in a direction you select. Each creature in the cone takes 15d8 damage, or half as much damage on a successful one. A creature that fails the saving throw is restrained, and can be freed by spending an action to make a successful Strength check, either by itself or by an ally within 5 feet of it.
You must be outdoors to create the avalanche. The direction of the cone must be downhill or level. The avalanche can't flow uphill. Walls and other permanent structures block the avalanche. After using this feature, you must finish a long rest before using it again.
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