Cleric
Base Class: Cleric

As a Winter Domain Cleric you are a beacon hope in the harshest blizzards. Though your god grants you icy boons they also impart the power to bring a soothing warmth to those around you. Though the actual gods of winter or snow are few, some mountain dwelling or wind gods may adopt this domain to aid their followers living on the peaks or in frozen wastelands where they eke out a living.

Winter Domain Spells

Cleric Level Spells
1st  armor of agathys, ice knife
3rd  hold person, snilloc's snowball swarm
5th  sleet storm, protection from energy
7th  ice storm, elemental bane
9th  cone of cold, hold monster

Bonus Proficiency

When you choose this Domain at 1st level, you gain proficiency with heavy armor 

Prepared for Winter

At 1st level when you choose this Domain you gain the Create Bonfire and Ray of Frost cantrips; they count as cleric cantrips for you and do not count against your cantrips known. Additionally, while you wear medium or heavy armor you are unaffected by the effects of cold climates and do not have disadvantage on Stealth checks made in snowy conditions that would be imposed by your armor.

Channel Divinity: Blizzard Bunker

At 2nd level you channel your god's power to shelter a fixed area from harsh conditions. You conduct an hour-long ritual that constructs a shelter out of ice at a point you designate within 20 feet of you. This shelter is featureless, consisting of 4 walls, a roof and a working door; it can comfortably house 10 Medium creatures with enough space for a large enough campfire to comfortably warm anyone within without compromising the foundation.

The structure has an AC of 20 and 200hp. It as advantage on Strength and Constitution saves but automatically fails all other saves; it is immune to cold, poison and psychic damage while resisting all other forms of damage; creatures with the Siege Monster feature as well as adamantine weapons ignore this resistance. The door is magically warded so only creatures you designate can enter. The structure will last 24 hours in a cold climate and 8 hours in any other climate. If you create another Blizzard Bunker while the previous one still stands, the previous one immediately crumbles and melts away.

Hoarfrost Habit

At 6th level your affinity for ice inures you to its mundane and magical harms, granting you resistance to cold damage.

Additionally, as a Reaction whenever you or an ally within 30 feet of you would take damage you can cause protective ice crystals to quickly grow, granting the chosen creature temporary hit points equal to 5 times your proficiency bonus until the start of your next turn. You can use this feature a number of times equal to your Wisdom modifier and regain all expended uses whenever you complete a long rest.

Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Ice Age Envoy

At 17th level the full force of your god's frigid might empowers you, granting you immunity to cold damage. You also gain a 10-foot radius aura of freezing winds that you can activate or deactivate as a Bonus Action. Each creature of your choice takes cold damage equal to your Wisdom modifier whenever they enter the aura or if they start of their turn within it. Additionally, you can cause each ranged weapon attack that passes through your aura to gain a negative modifier equal to your Wisdom modifier, no action required by you

Additionally, the 6th level spells Otilluke's Freezing Sphere and Wall of Ice become Domain spells for you; like your other domain spells they are always prepared and don't count against your number of spells known

Previous Versions

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