Base Class: Cleric
The Winter Holiday cleric's power comes from their belief in the spirit of the holidays, regardless of what god they serve and what specific holiday they represent. They use gift-giving, acts of kindness, and a cheery demeanor to promote the value of community, family, and friendship. Ultimately, they seek to brighten the moods of those around them especially when dark and cold winter days would leave people more depressed than usual.
Winter Holiday Cleric Spells
1st: Charm Person, Sleep
3rd: Pass without trace, Snilloc's Snowball Storm
5th: Summon Fey, Sleet Storm
7th: Compulsion, Charm Monster
9th: Modify Memory, Cone of Cold
Knack for Presents
Starting at 1st level, you gain proficiency in tinker tools and thieves tools.
You also gain the ability to, as a 5 minute ritual, create an item. As a component the ritual consumes currency equal to its value. It must fit in a one foot cube. It cannot be magical, living, edible, or drinkable. For any creature you know, you always know exactly what item you are capable of making through this ritual which they desire most as a gift. Starting when the creature receives that item and ending when they complete a long rest, all creatures have advantage on out-of-combat charisma checks directed at the recipient. For the effect to occur, the item must be received as a gift, not as a loan or as part of a trade. If you or anyone else attempts to take back the item, it will be seen as theft. When the effect on the recipient ends you are magically returned the currency that was consumed in the ritual to create the item.
Channel Divinity: Festive Treats
Starting at 2nd level, you can use channel divinity as an action to create up to six small magical treats. When you create them, choose one of the following effects. After the treats are created, they disappear in an hour.
- You gain advantage on saving throws against gaining an exhaustion level, becoming frightened, paralyzed, or stunned
- You gain 10 temporary hit points
- You may re-roll one Wisdom, Intelligence, or Charisma skill check after seeing the number but before the outcome is determined.
Any creature who consumes a treat gains the effect you chose. The effect lasts for one hour. If a creature consumes a second treat of this kind within that hour, the second effect replaces the first. This treat has no significant nutritional value but feels satisfying for the hour after consumption.
Acolyte of Frost
Starting at 6th level, you are also resistant to cold damage. Additionally, whenever you deal cold damage you deal an additional 1d6 of radiant damage.
At 10th level, this increases to 2d6 and at 14th level, this increases to 3d6
Channel Divinity: Spreading Holiday Cheer
Starting at 8th level, you may use your channel divinity to make a creature that can see or hear you make a Charisma Saving Throw against your spell save DC. If they are in combat, they have advantage on the saving throw. If they fail, they are charmed by you for a minute. When the effect ends, they know they were charmed but think of it as natural rather than a compulsory effect.
Holiday Miracle
At 17th level, you gain the ability to complete vast and seemingly impossible works in a single night.
Once per dawn, you may begin the Miracle by performing a one minute ritual. The Miracle lasts for one hour of real time. For as long as the Miracle is active time moves at 1/24th speed within a 120ft radius circle centered on you. The area will follow you as you move. You can choose to end the miracle at any time.
On the eve of the Winter Holiday to which you are devoted, the Miracle automatically begins at sunset and lasts for twenty four hours of real time or until the sun rises.
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