Cleric
Base Class: Cleric

Deities such as Auril, Boreas, Skadi and Demeter rule over Winter and it's freezing cold, howling winds, and  constant barrage of rain and snow, falling from gray skies.

 Weather be it a Benevolent priest blessing the fields with bountiful rain, a viscious, greedy warmonger demanding tribute in order to keep winter's wrath at bay, or a wise tribal shaman guiding their folk through the harsh season, clerics of such Deities can be found throughout the world, bringing the will of winter itself upon it's denizens, for better and worst.

Winter's wrath

Upon becoming a winter domain cleric, you gain the following benefits:

You gain the frostbite cantrip. It doesn't count against your number of cantrips known.

You know the ice knife spell, and always have it prepared. It doesn't count against your number of prepared spells, and you can cast it without using a spell at first level without using a spell slot. You can do so {{proficiency}} times, and you regain all expended uses when you finish a long rest.  Both of these spells are cleric spells for you.

 

 

 

Winter Domain spells

Upon reaching certein levels in this subclass, you learn additional spells. these spells are always prepared for you, and if one of the spells in this list isn't a cleric spell, it is nonetheless a cleric spell for you.
Domain spells per cleric level:

1: fog cloud , create or destroy water

3: hold person , snilloc's snowball swarm

5: sleet stormslow

7:  ice storm ,  control water

9:  cone of cold ,  hold monster

Channel divinity: Cold snap

Upon reaching 2 levels in this subclass, you may expend 1 use of your channel divinity feature to freeze the air around an enemy.

You freeze the air around an enemy. as a bonus action expend one use of your channel divinity  and  Choose a creature that you can see within 60 feet. The target shivers uncontrollably as the air around it becomes increasingly colder, and is unable to make reactions until the end of your next turn. If the target takes damage before the end of your next turn, it takes an additional [roll]1d8[/roll] cold damage and becomes restrained until the end of your next turn, as a thin layer of ice forms around it.

this feature's damage increases to [roll]2d8[/roll] at Character level 12

 

Harsh winds

As you learn to better channel your Deitiy's will, the cold you afflict to your enemies becomes more intense, and the fleeting heat from your enemies finds it's way to your allies.

Upon reaching 6 levels in this subclass, whenever you inflict cold damage you deal additional damage equal to {{modifier:wis@min:1#unsigned}}.

whenever an enemy takes the bonus damage from this feature, you can restore an amount of hit points equal to the bonus damage dealt you and an ally within 30 feet that you can. you may only do so once per round. starting from level 12 in this subclass, you may do so twice per round. starting from level 18 in this subclass, you may do so 3 times per round.

Potent cantrip

Upon reaching 8 levels in this subclass, your cleric cantrips deal extra damage equal to your wisdom modifier(+1 minimum)

Herald of winter

as you show more and more willingness to embody your deity's will, it bestows upon you a frcuture of it's control over the elements of winter, marking you as it's champion.

Upon reaching level 17 in this subclass, You gain the following benefits:

Eye of the storm :you are immune to cold damage, and have ressistance to fire damage and to bludgeoning damage inflicted to you by winds or the movement of air, such as caused by the effects of the "Whirlwind" spell.

Withering cold: enemies making a saving throw against a spell granted to you by your winter's wrath or by your winter domain spells features, do so with a penalty equal to {{modifier:wis@min:1#unsigned}} 

Vengeful frost: when an enemy attacks an ally within 30 feet of you that you can see, you can use your reaction to make a spell atack against it. On a hit, the target takes 2 cold damage, and it's movement speed is reduced by 5 feet until the start of your next turn.

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