Base Class: Cleric
The Arctic and the Northern Lights have many deities that claim dominion. Leira for the Northern Lights illusionary traits, Auril for the arctic chill, Mystra for the the magic and mystery of the North, and Selune, Celestian, and Ayailla for the celestial radiance. The Northern lights represent so much mystery and unknown in the world, yet also beauty, and chaos of the shifting colors of the sky, and the serenity and terror of the cold. The Northern Lights Domain teaches to harness the beauty, chaos, serenity, and terror into divine magic.
At each indicated cleric level, add the listed spells to your spells prepared.
Northern Lights Domain Spells
- 1st - faerie fire, silent image
- 3rd - moonbeam, misty step
- 5th - lightning bolt, hypnotic pattern
- 7th - dimension door, hallucinatory terrain
- 9th - cone of cold, arcane hand
Acolyte of the North
At 1st level, you learn one druid cantrip of your choice. You also gain proficiency in martial weapons and heavy armor.
Arctic Explorer
Also at 1st level, you gain resistance to cold damage and are very familiar with cold and arctic environments. You are adept at traveling through this type of terrain.
Arctic Explorer
- Difficult terrain in arctic conditions doesn’t slow your group’s travel.
- In arctic environments, your group can’t become lost except by magical means.
- Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
- If you are traveling alone, you can move stealthily at a normal pace.
- When you forage, you find twice as much food as you normally would.
- While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area
Channel Divinity: Radiance of the Northern Lights
Starting at 2nd level, you can use your Channel Divinity to harness the power of the Northern Lights, banishing darkness and dealing radiant damage to your foes.
As an action, you present your holy symbol and any magical darkness within 30 feet of you is dispelled. Additionally, each hostile creature within 30 feet of you must make a Constitution saving throw. A creature takes radiant damage equal to 2d10 + your cleric level on a failed saving throw, and half as much on a successful one.
Hallucinatory Form
Starting at 6th level, you can harness the hallucinatory aspects of the Northern Lights to Vanish. As an action, you become invisible until the end of your next turn. You become visible if you attack or cast a spell.
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 or lightning damage (your choice) to the target. When you reach 14th level, the extra damage increases to 2d8.
Master of the Northern Lights
At 17th level, you gain the ability to command animals and plant creatures. While creatures are charmed by your Charm Animals and Plants feature, you can take a bonus action on your turn to verbally command what each of those creatures will do on its next turn.
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