Cleric
Base Class: Cleric

Winter clerics are focused and calm, minds as clear as ice. Whilst not all of these clerics are cold and emotionless, it is definitely not uncommon. The gods of this domain are usually of the same temperament as the Raven Queen, as in, they are neutral and relatively indifferent to the petty actions of mortals. 

Winter Magic

at 1st level, you gain the Frostbite and Gust cantrips, that count as cleric cantrips for you, but don't count against the number of cleric cantrips you know. 

Winds of Winter

At 1st level, your magical abilities are bolstered by the magic of winter. When you cast a spell of 1st level or higher that deals cold damage, all creatures that take damage from the spell have their movement speed reduced by 10ft as ice coats their body, till they take a long rest, take fire damage, regain hit points, or take an action to warm up. When you cast a spell of 1st level or higher that moves or stops (paralyzes, stuns, grapples, restrains, sets speed to 0, makes prone etc.) creatures, all creatures fully affected by the spell have disadvantage on attack rolls till the end of your next turn. 

Channel Divinity: Flash Freeze

Starting from 2nd level, you can use your Channel Divinity to unleash the power of winter upon your enemies. As an action, you present your Holy Symbol, and all creatures hostile to you within 60ft of you must make Constitution saving throws. They take 2d8+your cleric level cold damage and are stunned for 1 round on a fail, and half as much damage with no additional affects on a success. All water in the area is frozen with solid ice, for 1 hour (30 minutes in a warm climate, 10 minutes in a hot climate, 3 hours in a cold climate, indefinitely in an arctic climate). All small plant life in the area dies if it cannot be frozen. Creatures of CR 0 die instantly if exposed to this Channel Divinity. 

Acolyte of Frozen Halls

At 6th level, your body has become adapted to the frozen wastes where winter takes hold: 

- You are resistant to cold damage.

- You ignore difficult terrain created by ice, cold weather or wind.

- You have advantage on saves against being moved, paralyzed, restrained, made prone or stunned. 

Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Master of Winter

Starting from 17th level, you are a true acolyte of the power of winter:

- You are immune to cold damage. 

- You cannot be moved against your will. 

- You cannot have your speed reduced. 

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