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Packwinter

Prestiges 1-2: (works everywhere):

The great howl of the pack mother is a warning to all, run away or be swarmed


Call of the Pack 
- When your winter storm (channel divinity blizzard) is activated, you howl so loudly that it can be heard up to 50 miles away. You call upon wolves to come to your aid. Rolling a d10 to see how many wolves are summoned. DM may have additional wolves in the surrounding area come to your aid. The wolves use your attack and damage bonuses for natural weapon attacks like bite or claw (if applicable). It otherwise uses Imbued Wolf (Cold). (homebrew creature) for all other statistics.
Packmother - You love those in your care and as such your globe now extends up to 60 ft from you. Your cold damage can bypass immunity turn into resistance or heal a target for the amount of damage it would deal instead. Your divine size can grow to up to 300 ft. (Gargantuan)

Fimblewinter

Prestiges 3-4: (Works in native realm and realms where you have roots.):

Be strong enough to stand alone, be yourself enough to stand apart, but be wise enough to stand together when the time comes.


Fimblewolves 
- While your pack is within your globe, blizzard, or cold storm, all creatures you consider allies are immune to your storm. In addition, they gain temporary hit points equal to 10 times the number of wolves while inside your storm at the start of your turn. These temporary hit points disappear if they end their turn outside your storm. Your pack wolves can use your stats as if they were simulacrums but cannot use ascension boon abilities
Legendary (Fimble)Actions
You can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. You regain spent legendary actions at the start of your turn.
Move. You may move up to your speed
Attack. You may make one bite attack
Cantrip. You may a Cantrip
Spell (2 actions). You may cast a spell

Silentwinter

Prestiges 5-6: (Works in certain parts of the native realm):

The wailing wind is not what you should be afraid of, its the silent killers that stalk their pray

 
Silent Hunt 
- Your spells and effects that create light obscurement create heavy obscurement for your enemies and reduce blindsight and tremorsense to 10 ft. Creatures inside your storm cannot hide from you.
Silent Soul - You may stealth as a free action once on your turn using your wisdom score in place of your dexterity modifier as your bonus. A creature riding you may use your stealth.

Storywinter

Prestiges 7-8: (works in domain or with explicit DM approval):

When the winter winds blow and the Yule fires are lit, it is best to stay indoors, safely shut away from the dark paths and the wild heaths. Those who wander out by themselves during the Yule-nights may hear a sudden rustling through the tops of the trees – a rustling that might be the wind, though the rest of the wood is still.

But then the barking of dogs fills the air, and the host of wild souls sweeps down, fire flashing from the eyes of the black hounds and the hooves of the black horses


Story of the Winter’s Saga
 - Within 1️⃣ Estrid’s Domain, 2️⃣ 50 miles of permanent holy temples, or 3️⃣ 5 miles of other associated sites the following applies. It is covered in ever-winter: A story where the snow and ice always fall, yet those who choose to live within the area find bountiful food and sustenance through the thrill of the hunt. Those who would die within the Winter’s Saga are frozen and remain stabilized never aging and can be thawed later as if preserved.
Lair (Story)Actions
On initiative count 20 (losing initiative ties), you take a lair action to cause one of the following effects; you can’t use the same effect two rounds in a row:

  • Freezing fog fills a 20-foot-radius sphere centered on a point you can see within 120 feet of it. The fog spreads around corners, and its area is heavily obscured. Each creature in the fog when it appears must make a DC 10 Constitution saving throw, taking 10 (3d6) cold damage on a failed save, or half as much damage on a successful one. A creature that ends its turn in the fog takes 10 (3d6) cold damage. A wind of at least 20 miles per hour disperses the fog. The fog otherwise lasts until you this lair action again or until you dies.
  • Jagged ice shards fall from the ceiling, striking up to three creatures underneath that you can see within 120 feet of it. You makes one ranged attack roll using your spell anttack modifier against each target. On a hit, the target takes 10 (3d6) piercing damage.
  • You creates an opaque wall of ice on a solid surface it can see within 120 feet of it. The wall can be up to 30 feet long, 30 feet high, and 1 foot thick. When the wall appears, each creature within its area is pushed 5 feet out of the wall’s space, appearing on whichever side of the wall it wants. Each 10-foot section of the wall has AC 5, 30 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage. The wall disappears when you use this lair action again or when you die

Previous Versions

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12/28/2023 8:13:45 AM
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12/28/2023 1:07:46 PM
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