Cleric
Base Class: Cleric

Clerics of the Hibernal Domain concern themselves with winter and the gods that personify it, such as Auril, Telchur, Vatun, and Thrym. They take it upon themselves to preach sacrifice and preparation for the winter season, naturally seeing in it death and darkness, but also peace, purity, beauty, and solidarity among peoples. Their abilities revolve around the deadly forces of winter, but also include the means by which life and hope are preserved amidst its fury. While the gods they represent are often taken to be evil entities, these clerics need not be oriented toward evil, instead viewing themselves as agents of realism concerning an inevitability of life. They are most often found in more northern latitudes, where winters are darker, harsher and longer.

Cold and Comfort

At 1st level, you are instilled with both the wrath of winter and a defense against it, gaining the Ray of Frost and Produce Flame cantrips.

Winter Hardening

Also at 1st level, you gain resistance to cold damage and proficiency in heavy armor.

Domain Spells

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

Hibernal Domain Spells

Cleric Level

Spell

1st

Fog Cloud, Goodberry

3rd

Gust of Wind, Darkness

5th

Sleet Storm, Tiny Hut

7th

Ice Storm, Blight

9th

Cone of Cold, Commune with Nature

Channel Divinity: Bitter Winds

Starting at 2nd level, you can use your Channel Divinity to call upon the power of winter storms.

As an action, you present your holy symbol and send forth freezing cold winds. Each hostile creature within 30 feet of you must make a Constitution saving throw. On a failed throw, a creature takes cold damage equal to 2d6 + your cleric level and becomes restrained. On a successful throw, it takes half the damage and is not restrained.

Channel Divinity: Warm Embrace

Beginning at 6th level, using your Channel Divinity, you can touch a creature of your choice and grant them immunity to cold damage for three rounds, resistance to cold environmental effects for 1 hour, and 1d4 HP.

At 8th level, one additional friendly creature can touch you to receive the effect, with this increase applying again at every other level.

Biting Frost

At 8th level, you gain the ability to imbue your weapon strikes with the cold of winter. Once on each of your turns, you can cause a successful melee attack to deal an extra 1d8 cold damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Depths of Winter

Starting at 17th level, you become totally immune to cold damage, resistant to fire damage, and any hostile creature that touches you must take 2d8 cold damage, due to intensely cold air surrounding your body.

Hibernal Domain Image

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