Cleric
Base Class: Cleric

As surely as snow falls... A phrase heard often in the peaks of mountains, the highs of the north and in other places of great cold. Clerics of all kinds find solace and comfort in a higher power, but none so much as those who walk on snow untreaded. If some use the dark to bring light, then those of the graceful snow use quiet to bring about a joyous sort of life, seeking out the cool, dark and very gentle places of the world to make their own sanctum for the forsaken. 

Grace Domain Clerics seek to Aid the Forlorn, the Forsaken and the Tarnished in their banishment, offering outsiders forgiveness, rest and comfort in the arms of their gilded goddess, Aisha. She is the goddess of snow and whispers, and whisper she does do, sweet nothings into the ears of the lost or the downtrodden. 

Bonus Proficiencies

At 1st level, you gain proficiency with all martial weapons

Snow's Grace

Also at 1st level, you gain the ability to move with absolute grace. You never make sounds, unless you wish to, and the sounds you do make you can control the exact distance they travel, including speech.

At 5th level, Armor does not grant you disadvantage on stealth checks, and while you wear medium armor, you can use your full dexterity modifier, instead of only +2. 

Finally, at 9th level, your graceful movement grants you advantage on all stealth checks.

 

Channel Divinity: Blizzard

Starting at 2nd level, you can use your Channel Divinity to wield the power of a mighty snowstorm to stop your foes dead in their tracks. 

As a bonus action, a sphere of raging snow and cold appears in a location you can see within 120 feet of you. The sphere has a 30-foot radius, is difficult terrain, and creatures inside are considered lightly obscured, lasting for 1 minute or until you are incapacitated or die. Any creature who starts their turn in the sphere, or enters it's area must make a STR save against your spell save DC, taking 1d4+1 times your cleric level in cold damage on a success, or half as much on a failure. 

Freezing Strike

At 6th level, your cold burns through flesh and slows your foes. Once per long rest, when you deal cold damage to a creature(s), you can halve their speed for their next turn; they takes that much additional cold damage on the attack. You may use this ability again by expending a second level or higher spell slot, instead of waiting for a rest.

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 extra damage increases to 2d8.

Snow-Veil

At 17th level, you hide perfectly in all conditions, the snow covering you. You are invisible to creatures that rely on blindsight, tremorsense, or any other non-sight based ability to see you. In addition, magic sensors and detectors fail to notice you. You do not trigger traps. You may make a stealth check when starting your turn, and when successfully hidden from a target, any saving throw they make has a minus to the roll equal to your dexterity modifier.

Previous Versions

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