Cleric
Base Class: Cleric

Winter is the time each year when the world dies. Plants do not grow, animals sleep, and the world is covered in ice and snow. Gods of the Winter domain — including Auril, the Raven Queen, Santa Claus, the Devourer, Thrym, Kuraokami, Itztlacoliuhqui, and Khione — have dominion over the winter season or places where winter is eternal. Whether malicious, indifferent, or benevolent, mortals pray to forces of winter to keep them safe. Winter gods may send their clerics to inspire fear in the common folk, or to instruct them in how to protect themselves from the biting frost.

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 AgathysFog Cloud
3rd Gust of WindSpike Growth
5th Sleet StormSlow
7th Freedom of MovementIce Storm
9th Cone of ColdControl Winds

Biting Frost

You learn the Frostbite cantrip. It is a cleric cantrip for you. This cantrip does not count against your cantrips known.

Bonus Proficiencies

Also at 1st level, you gain proficiency with heavy armor. You also gain proficiency in the Survival skill.

Icy Grasp

Starting at 1st level, you can slow your enemies with extreme cold. Once per turn, when you deal cold damage to a creature, you can reduce its speed until the start of your next turn. Its speed is reduced by a number of feet equal to five times your proficiency bonus.

Channel Divinity: Winter's Fury

Starting at 2nd level, you can use your Channel Divinity to summon an icy storm around you.

As an action, you present your holy symbol and invoke your deity. A magical snow storm erupts around you and lasts for 1 minute or until you are incapacitated. While the storm persists, the area within 30 feet of you is coated in snow and ice that is considered difficult terrain. As a bonus action on your turn you may cause a number of creatures of your choice up to your Proficiency Bonus within that area to take cold damage equal to your Wisdom modifier (minimum 1 damage).

Tundra Walker

Starting at 6th level, you gain resistance to cold damage. Additionally, while you aren't incapacitated, you and your allies within 30 feet of you gain the following benefits:

  • You are immune to the effects of extreme cold weather and frigid water
  • Difficult terrain caused by ice, snow, or slush doesn't impede you.
  • You can walk across ice without breaking it, falling through, or slipping (unless you choose to).
  • If you are forced to make a concentration check by non-damaging weather effects such as hail, snow, or sleet (like from the Sleet Storm spell) you automatically succeed.

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 Heart

At 17th level your soul is filled with endless winter. You are immune to cold damage. Once per turn, when you deal cold damage to a creature, you can force that creature to make a Constitution saving throw. On a failed save, the creature gains one level of exhaustion.

Comments

Posts Quoted:
Reply
Clear All Quotes