Base Class: Cleric
The winter domain clerics, warriors of absolute cold who channel the Arctic winds to bury their foes.
Bonus proficiencies
When you choose this domain at 1st level, you gain proficiency with heavy armor and martial weapons.
Devotee of Ice
Also at 1st level, you gain the frostbite cantrip in addition to your chosen cantrips, and gain proficiency in the Suvival skill.
Bitter Cold
- As a devoted cleric of Winter, your form is imbued with a glacial chill Whenever you are hit with a melee weapon attack, the attacker's speed is reduced by 5 feet until the end of its next turn. This reduction increases to 10 feet at 6th level, 15 feet at 11th level, and 20 feet at 17th level.
Channel Divinity: Winter’s Bite
Starting at 2nd level, you can summon the spirit of winter to savage enemies who get too close.
As an action, you present your holy symbol and call upon a squall of wind and snow to surround you for 1 minute. Any hostile creature who ends their turn within 10 feet of you, or are within 10 feet when you activate this ability, must make a Constitution saving throw. On a failed save, a creature takes 1d6 + your cleric level cold damage and is slowed as if hit by your Bitter Cold ability. On a successful save, a creature takes half as much damage and isn't slowed.
Outlands Endurance
At 6th level, you have grown used to the harsh conditions your deity embraces. You gain the following benefits:
- You are resistant to cold damage.
- You require Half as much food and water as a normal
creature of your size.
- You're acclimated to high altitude, including elevations above 20,000 feet.
Divine Strike
- At 8th level, you gain the ability to infuse your weapon strikes with the icy chill of winter. 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.
Lament of the Winter Winds
Starting at 17th level, you learn to harness the full force of the winter winds to terrify your enemies and inspire your allies. As an action, you may unleash the howling winds of your deity. All enemies who can hear you within 60 feet must make a Wisdom saving throw, those within 10 feet of you do so with disadvantage. On a failure, enemies take 2d8 thunder damage and are deafened for 1 minute, those who fail within 10 feet take 3d8 thunder damage, are knocked 5 feet back, and fall prone. On a successful save enemies take half damage and are neither deafened or knocked prone. All allies within 60 feet gain temporary hit points equal to your cleric level as the icy winds form around them.
Once you use this feature, you can't use it again until you finish a long rest.
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