Cleric
Base Class: Cleric

The winds howl across the barren tundra, pulling snow in a cresting waves that sting the eyes and bites at the flesh of mortals. An 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 source of food in small villages and towns. It is the clerics of this divine order that recognize the subtly and meaning in the silence of the frozen waste and what winters bring of the end for many actually means. 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, even closer together. Some of the winter clerics practice and 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 of Winter Features

Level 

Feature 

1 

Winter Sage 

1 

Winters Fortitude 

2 

Channel Divinity: Frozen Vortex 

6 

Hoarfrost 

8 

Touch of the Frozen Tundra's 

17 

Winters Might 

Domain Spells

Cleric Level 

Spells 

1st 

Armor of Agathys, Ice knife 

3rd 

Shatter, Sniloc’s Snowball Swarm 

5th 

Elemental Weapon Must be cold, Hunger of Hadar 

7th 

Ice Storm, Resilient Sphere 

9th 

Cone of Cold, Conjure Elemental Only Ice Mephits 

Winters Sage

Starting at 1st level, through practice and devotion through your god you have become more resilient to the effects of the frozen weather. You gain access to the following cantrip, which are considered a cleric cantrip.

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

Winters Fortitude

Starting at 1st level, the cleric when using Armor of Agathys gains additional benefits, and you gain a weapon proficiency. While the Armor of Agathys does not offer you any bonus to AC the cleric of Winter gains a +2 from the spell. 

Additionally you gain the proficiency in shortswords 

Channel Divinity: Freezing Vortex

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

  1. Creature must make a Strength saving throw or be disarmed, the weapon falls to the ground and is frozen under a sheet of ice. Ice sheet has a Hardness 2/ 10 hit points. The Sheet last for up to 5 rounds, unless in hot temperatures last 2 rounds. The creature can break the ice as an action so long as they are able to deal 12 total damage in one blow, or 10 total damage over multiple. Reminder: Hardness subtracts from over all damage which is why it takes 12 damage in one shot to break Hardness of 2 and hit points of 10. 
  2. You may freeze solid a creature to the spot they are in, they make a Dexterity Saving throw Vs your spell Save DC, failure means they are froze to the ground and unable to move taking on the condition of Restrained. They may make a Strength Check vs your spell save to break it, at the end creatures 3 round trapped they are free 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 at a thought drop the temperature around a specific target making it harder for them to move and attack. when ever a creature is with in 30 feet of you and either attacks 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 

Strength, Dexterity, Constitution 

are at a disadvantage. This ability has no affect on creatures that have immunity and or resistance to cold damage. 

You can use this ability a 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 can now insert with Divine prominence cold damage into one of the following options: 

  • You may add your Wisdom 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 increase at Higher levels to 2d8 at 12th level.

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

Cantrip Damage modification

Add your Wisdom 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 Modifcation

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

Winters 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 flurry's and white out 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 on is considered heavily obscured. 

Creatures that start their turn in the Cylinder must make a Constitution Saving throw DC your spell saving throw or become subject to the affects of Hoarfrost. This does not use any uses of hoarfrost, the cleric may save allies from the bite of the winters 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.

Domain Of Winter Image

Comments

  • To post a comment, please or register a new account.
Posts Quoted:
Reply
Clear All Quotes