Cleric
Base Class: Cleric

Gods of Winter revel in the cold and dark season. The cold can be used to preserve life and calm emotions. Winter is a time of companionship and adventure, take advantage of the empty paths and localized populaces. Deities of Winter embrace the static properties of the cold, slowing and immobilizing those that act against them, while using the strength of ice to protect their followers. 

 

Domain Spells

1st Ice Knife, Armor of Agathys

3rd Snilloc’s Snowball Swarm, Ray of Enfeeblement

5th Sleet Storm, Vampiric Touch

7th Stoneskin, Ice Storm

9th Cone of Cold, Negative Energy Flood

 

Bonus Proficiencies

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

In addition, you learn the Chill touch cantrip, which doesn’t count against the number of cleric cantrips you know.

Hailstorm

Also at 1st level, you can conjure a snowball and throw it into the air as an action over a point you choose within 90 feet. The snowball splits and turns into a hailstorm. Each creature in a 10-foot-radius. 20-foot-high cylinder centered on that point must make a Dexterity saving throw. A creature takes 2d6 cold damage on a failed save, or half as much damage on a successful one.

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Channel Divinity: Snowmen

Starting at 2nd level, you can use your Channel Divinity to form ice around your enemies.

Choose up to three creatures within 60 feet. They must make CON saving throws. On fail, the target will be restrained for one turn and lose it's next turn. On success, the target is grappled for one turn.

Chilling in an Igloo

At 6th level, when you deal cold damage to a Large or smaller creature, you can also decrease it's speed by 10 feet.

You also can use Leomund's Tiny Hut (exclusively in the shape of an igloo) once per long rest.

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.

Frozen Shell

At 17th level, your armor is permanently incased in ice. You gain resistances to cold and fire damages and a +1 to your AC. You can still benefit from AC increasing spells.

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