Cleric
Base Class: Cleric

Gods of winter -such as Auril and others probably- promote ideals of tenacity, strength, ruthlessness and grit but might also value community, hope, beauty and preservation. 

Some gods of winter drive their followers to become cold and ruthless in pursuit of perfection and survival; others are more communitarian and encourage their followers to form bonds of shared strife and hope; while still others are more like forces of nature, entirely indifferent to the plight of mortals.

Clerics who come to serve such gods exemplify the ideals of their god and tend to be warriors or hunters as much as they are clerics.

(this website is weird)

Domain spells

Cleric level

Spells

1st

Frost Fingers, Armour of Agathys

3rd

Rime’s Binding Ice, Snilloc’s Snowball Swarm

5th

Sleet Storm, Wind Wall

7th

Ice Storm, Fire Shield

9th

Cone of Cold, Control Winds

Bonus Proficiencies

At 1st level you gain proficiency with martial weapons and heavy armour.

Winter’s Fury

Also from 1st level, you gain the ability to call upon the ferocity of winter to strengthen your warrior spirit. When you cast a spell of 1st level or higher that deals cold damage you can make one weapon attack as a bonus action.

    You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Channel divinity: Unrelenting Cold

Starting at 2nd level you can use your Channel Divinity to wield the power of frigid winter with brutal mastery.

When you roll cold damage, you can use your Channel Divinity to deal maximum damage, instead of rolling.

Winter God’s Favour

Starting at 6th level, your connection to divine winter infuses you with boreal might.  

You have resistance to cold damage, and when you cast a spell that deals cold damage you can add your wisdom modifier to the damage roll of that spell against one of its targets.

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.

Grace of the Auroras

Starting at 17th level, when you would make a death saving throw at the start of your turn, divine aurorean light descends from the heavens and restores you to half your maximum hit points. You may instead, as an action, call upon this light to restore one creature of your choice within 30ft, who is currently at zero hit points, to half their maximum hit points.

    Once you use this feature, you can’t use it again until you finish a long rest. 

Previous Versions

Name Date Modified Views Adds Version Actions
12/4/2022 2:35:51 AM
3
0
1
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes