Cleric
Base Class: Cleric

Nearly every part of the world must deal with a change in temperature and the coming of winter. Nowhere is this more evident than in the extreme north and extreme south, where winter is a pervasive part of life. As civilization expands into inhospitable terrain and environments, its reliance on divine providence to ensure survivability only grows.

Good-aligned clerics appeal to winter deities to spare their people the worst of the bitter cold, storms that last for days, and other calamities caused by weather. They couch the onset of winter as necessary for strengthening their people and as a respite from toil, pointing to the peacefulness of the frozen, snow-draped landscape. Evil clerics embrace the storms and brutal conditions and even enhance them to advance their deities agendas and to spread the suffering of those chilled to the bone.

Winter Domain Spells

Cleric Level

Spells

1st

breathtaking wind, icicle daggers

3rd

creeping ice, sheen of ice

5th

sleet storm, steal warmth

7th

fusillade of ice, ice storm

9th

clash of glaciers, cone of cold

A Cold Wind

Starting when you choose this domain at 1st level, you learn the ray of frost cantrip and you gain proficiency in Nature and Survival.

Channel Divinity: Blanket of Snow

Starting at 2nd level, you can use your Channel Divinity to create a coating of snow on the ground in a small area for 1 minute. A 30-foot square of snow falls on an area of your choice up to 50 feet away. This area becomes difficult terrain and Small or smaller creatures must make a Dexterity saving throw or be buried by the snow. Buried creatures can be freed by any creature spending an action to make a DC 10 Strength check. 

You are unaffected by this difficult terrain and will not be buried. You cannot use this feature indoors.

Deep Cold

Starting at 6th level, you are resistant to cold damage. In addition, when you deal cold damage to a creature with a spell, it must make a successful Constitution saving throw against your spell save DC or become stunned until the end of its next turn.

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with cold — a gift from your deity. 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.

Bringer of Winter's Wrath

At 17th level, you gain immunity to cold.

In addition, you can use your action to surround yourself with swirling snow that fills a 20-foot radius around you. All other creatures have disadvantage on Wisdom (Perception) checks and attack rolls. Creatures other than you inside the snow-filled area have disadvantage on saving throws against magic that deals cold damage. The swirling snow lasts for 1 minute or until you dismiss it as a bonus action. You can use this feature a number of times equal to your Wisdom modifier per long rest.

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