Cleric
Base Class: Cleric

The Winter Gods are cold and achingly tragic. Many are gods of seasons or gods of harvest that have become frigid because of loss, regret, or hardship. These gods often blame or reject mortals for the hardships they face. Their domains are locked in frigid winter as their feelings perpetuate death and decay. Whether or not these gods have laid endless winter upon the land because they want to protect themselves or because they wish to spurn mortals remains to be seen, but the cold hearts of these gods have inspired unlikely worship. Prayers are made to protect life, and spread death. Those unlikely villages and citied that find refuge in these icy places often pray to placate the distant gods of winter, so that they may continue to live. Clerics of these deities are very few and far between. Spreading the breath of winter across the world, these clerics are spurred on by the winter gods to show the world what loss truly is.

Bonus Proficiencies

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

Winter Warden

Also at 1st level, you bring frigid cold to those who spurn the winter. You learn the ray of frost and shape water cantrips.

Additionally, when enemies attempt to breeze past you, you pin them down with frigid frost. Whenever you strike a creature with a spell or weapon as part of an attack of opportunity, the creature takes extra cold damage equal to your Wisdom modifier and must make a Constitution Saving Throw against your spell save dc. On a failure, their speed is reduced to zero.

Channel Divinity: Sheer Cold

Starting at 2nd level, you can use your Channel Divinity to bring frigid and fathomless chill to your enemies.

When you roll cold damage, you can use your Channel Divinity to force affected creatures to make a Strength saving throw against your spell save dc or become Petrified until the end of your next turn. This cannot affect creatures that already succeeded in saving throws against the effect of the spell or attack that dealt the initial cold damage.

Herald of the Cold

At 6th level, you have gained a sense of peace among the frigid cold. You have resistance to cold damage.

You are surrounded by frigid winds that extend out to 15 feet. Hostile creatures that start their turn in this area have their movement speed reduced by half. As a bonus action, you can extend these whipping winds into a small winter storm that reaches up to 30 feet. The area inside is lightly obscured, and attacks made against creatures inside it have disadvantage. You may choose a number of creatures equal to your Wisdom modifier. These creatures can see, attack, and move as normal. 

You may extend your winds in this way once, and must take a short rest to do so again.

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.

Algor Halcyon

At 17th level, your bitter winds cause the blood of wounded creatures to freeze. Hostile creatures inside the area created by your Herald of the Cold feature must make a Constitution saving throw against your spell save DC whenever they take damage from an attack. On a failure, that creature takes extra cold damage equal to your cleric level, and the next time they roll to attack, they roll a d10 instead of a d20, adding modifiers as normal.

Previous Versions

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