Cleric
Base Class: Cleric

Clerics of the Domain of Winter hold to the guidance of what the coldest of seasons has to teach:

  • Fight as ferociously as a raging blizzard.
  • Cleanse the lands so that they may be as pure as glacial waters.
  • Calm your soul and mind to be as silent as a snow-covered forest.

Gods of the Winter Domain that are most commonly worshipped are Auril, the Raven Queen, and Thrym. Many who worship them in this way train most of there lives to sustain prolonged exposure to the harsh elements. Examples of this would be making a long trek through the tundra with little food or water, or bathing in a glacial stream for as long as possible. Though they specialize in the treating of half-frozen travelers, it is not unheard to find priests missing a finger or toe from frostbite themselves.

Domain Spells

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

Winter Domain Spells
Cleric Level Spells
1st armor of agathysice knife
3rd misty stepgentle repose
5th sleet storm, slow
7th ice storm, aura of purity
9th cone of coldcontrol winds

Bonus Cantrip

When you choose this domain at 1st level, you gain the frostbite cantrip if you don’t already know it.

Channel Divinity: Flash Freeze

Starting at 2nd level, you can use your Channel Divinity to instantly freeze your surroundings.

As an action, you can let loose a chilling wind that causes other creatures to flee or risk being frozen where they stand. Creatures in a 10-foot radius of you, other than yourself, must roll a Dexterity Save to avoid its effects. The DC is equal to 8 + your proficiency bonus +  your spellcasting modifier.

Creatures who fail are frozen in place and are restrained for one minute, or until they are damaged by a weapon or spell that deals bludgeoning, fire or thunder damage. Creatures immune to cold damage are unaffected.

Additionally, all ground within the 10-foot radius is considered difficult terrain from becoming slick with ice. Any creature not accustomed to walking on such terrain must make a DC10 Dexterity Saving Throw or be knocked prone.

You can use this ability a number of times equal to your spellcasting ability modifier, and regain all uses after a long rest. 

Icy Heart

Starting at 6th level, your continued exposure to the cold grants you special abilities:

  • You gain resistance to cold damage.
  • You suffer no ill effects of moving through cold climates or terrain.

Frosted Blade

At 8th level, you gain the ability to infuse your weapon strikes with the wintery power. 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.

Grasp of Winter

At 17th level, your blessed affinity with ice becomes more powerful:

  • You gain immunity to cold damage.
  • When you reduce an enemy to 0 hit points with cold damage, it animates under your control as an icy husk of its former self with half it's hit points restored. All stats and abilities remain the same, but the creatures Intelligence, Wisdom, and Charisma scores are reduced to 1. Additionally, it gains resistance to cold and poison damage and becomes immune to being poisoned, charmed, or frightened. Should the animated creature be reduced to 0 hit points, or this ability used on another creature, the original creature shatters and falls to the ground as a pile of snow and ice.

Previous Versions

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