Cleric
Base Class: Cleric

The winds howl across the barren tundra, pulling snow in cresting waves that sting the eyes and bites at the flesh of mortals. A ridged Orc makes his way across this desolate and deadly terrain as if he were walking down the streets of a 70-degree town. Harnessing the powers of winter, cold, and frost is a feat that many can not do lightly, let alone at all, but the divine casters of winter make it their homes for many years as they study what their gods have told them will only make them stronger. 

For many, winter is a time of death and sorrow, as crops die out and the light fades from the lands quicker than normal. This time of year generally brings in the apex predators that feed on the more readily accessible source of food in small villages and towns. It is the clerics of this divine order that recognizes the subtly and meaning in the silence of the frozen waste and what winters may bring upon the end for many. Many people see this as a harsh time of brutality, but the clerics of this order also see the good in it as it brings those close. Some of the winter clerics heavily preach both aspects of this and some choose to focus on one. 

The Gods and Goddess that many of the clerics choose to worship are;
Auril, Laufey, Odin, The Raven Queen, Skadi, Vatun, Vogan

Domain Spells

You gain domain spells at the cleric levels listed in the Time Domain Spells table. See the Divine Domain class feature for how domain spells work.


Winter Domain Spells

Cleric Level 

Spells 

1st

Armor of Agathys, Ice Knife

3rd

Shatter, Snilloc's Snowball Swarm

5th

Elemental Weapon (only Cold), Hunger of Hadar

7th

Ice StormResilient Sphere

9th

Cone of ColdConjure Elemental (only Ice Mephits)

 

Winter's Sage

Starting at 1st level, through practice and devotion through your god you have become more resilient to the effects of the frozen weather.

In addition, you do not suffer from penalties or damaging effects that steam from the environment and/or weather.

Winter's Fortitude

Starting at 1st level, when using Armor of Agathys, the cleric gains additional benefits and weapon proficiency.

  • While the Armor of Agathys does not offer you any bonus to AC, the cleric of the Winter Domain gains a +2 of AC from the spell. 
  • You gain proficiency in martial weapons.

Channel Divinity: Freezing Vortex

Starting at 2nd level, the cleric can now use their channel divinity to wrench free their enemies' arms away or freeze them in place. When lifting your holy symbol high in the air, you call upon your god's fury and wrath. Any creature within 90-feet of you can be the target of one of the two effects:

  1. You may attempt to disarm a creature. Target creature must make a Strength saving throw. If the creature fails its saving throw, it is disarmed, the weapon falling to the ground, and is frozen under a sheet of ice. The ice sheet has 15 hit points. The ice sheet lasts for up to 1 minute unless, in hot temperatures, the ice sheet lasts 30 seconds.

  2. You may attempt to freeze a creature. Target creature must make a Dexterity saving throw. If the creature fails its saving throw, the creature becomes frozen and is unable to move, taking on the condition of paralyzed. They may make a Strength (Athletics) check to break it each turn. At the end of the creature's 3rd turn of being frozen, they are freed automatically.

Creatures with immunity to Cold are not affected by this ability, and creatures that have resistance to Cold have advantage on the saving throws.

Hoarfrost

Starting at 6th level, the cleric can now drop the temperature around a specific target making it harder for them to move and attack. Whenever a creature is within 30-feet of you and either attack you or an ally, you may call upon the Hoarfrost as a reaction. With the sudden drop in temperature around the intended target, they quickly lose the will to move and the conviction to fight. Until the end of their next turn, their movement is halved and the first roll that uses one of the following three stats: StrengthDexterityConstitutionare rolled at disadvantage. This ability has no effect on creatures that have immunity and/or resistance to Cold damage. 

You can use this ability the number of times equal to your Wisdom modifier (minimum of once). Once you have used all uses of this ability you can not use it again until after a long rest. 

Touch of the Frozen Tundras

Starting at 8th level, the cleric can now either add Cold damage to their cantrips or add additional Cold damage to their weapon attacks. The cleric fully embraces the harshness of the frozen tundra and can now insert with divine prominence Cold damage into one of the following options: 

  • You may add your WIS modifier as Cold damage to all your cleric cantrips, for cantrips that are Cold damage already you may double the damage dice.
  • When successfully hitting on a melee attack roll, deal an extra 1d8 worth of Cold damage. This damage increases at higher levels to 2d8 at 12th level.

In Addition, all your melee and spell attacks ignore Cold resistance.

Cantrip Damage Modification

Add your WIS modifier as Cold damage to all cleric cantrips you cast with damage. If it is a Cold spell double the damage dice instead.

Weapon Damage Modification

You may now add 1d8 as Cold damage to all your melee attacks when you reach 12th level, the damage increases to 2d8.

Winter's Might

Starting at 17th level, the cleric can now call down upon the vengeance of winter upon his enemies. With the might of your god and the power of winter, you call down ice flurries and whiteout conditions. As an action, a howling raging snowstorm forms at a point in which you can see up to 120 feet, a 40-foot cylinder forms. The area in which the cylinder falls onto is considered heavily obscured. 

Creatures that start their turn in the cylinder must make a Constitution saving throw. If a creature fails its saving throw, the creature becomes subject to the effects of Hoarfrost. This does not use any uses of Hoarfrost. The cleric may save allies from the bite of the winter's rage equal to their Wisdom modifier. If a creature has Immunity or resistance to Cold they are not affected by this ability. Once you have used this ability you may not use it again until after a long rest.

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