Cleric
Base Class: Cleric

Gods whose portfolios include the Winter domain - including Auril, Dunatis, Hroth, and Uller—rule over the ruthless season embodied by frigid cold and scarcity, as well as claim dominion over the lands that languish under it. These deities prize the attributes of resilience, strength, and adaptation offering passage to none but those of worth. Those who can withstand the trials of winter are rewarded not only with survival, but with the vast beauties of pristine snow falls, serene solitude, and aurora-filled nights. Even still, the wrath of winter remains an ever-present danger to all. The clerics of this domain wander out from their frozen homes to bring tales of caution to those of warmer lands. Legend tells of an endless winter which precedes the fall of the world. It falls to this order of rarely-seen cleric to herald the coming of their selective gods; inheriting a world of indulgent weakness will not be pleasing to them.

Domain Spells

Winter Domain Spells

CLERIC LEVEL

SPELLS

1st

Armor of Agathys, Ice Knife

3rd

Skywrite, Snilloc's Snowball Swarm

5th

Sleet Storm, Wind Wall

7th

Elemental Bane, Ice Storm

9th

Cone of Cold, Control Winds

Winter's Herald

When you choose this domain at 1st level, you gain resistance to Cold damage. Additionally, your damage rolls from your Cleric spells and abilities that deal Cold damage against creatures with at least 1 level of exhaustion gain a bonus equal to your Wisdom modifier. 

Chilling Rebuke

Starting at 1st level, you can invoke the forces of winter to impede your attackers. When a creature within 5 feet of you that you can see attacks you, you can use your reaction to cause the creature to make a Constitution saving throw. On a failure, they suffer 2 levels of Exhaustion, or half as many levels on a success. A creature may use an Action on their turn to recover a level of Exhaustion suffered this way.

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: Hypothermia

Starting at 2nd level, you can use your Channel Divinity to deliver the chill of winter with biting malice. When you cast a spell that requires a saving throw and deals Cold damage, you can use your Channel Divinity to force all creatures who failed their saving throw to suffer 1 level of Exhaustion. A creature may use an Action on their turn to recover a level of Exhaustion suffered this way.

You may use this ability after knowing which creatures succeeded or failed their saving throws.

Winter's Reign

At 6th level, your frigid powers of winter overwhelm even the most hardened foe.

You Cleric abilities ignore immunity to Exhaustion, and enemies with at least 1 level of exhaustion lose Resistance to Cold damage. Additionally, when a creature fails a saving throw against a Cleric spell that deals Cold damage by 5 or more, that creature suffers 1 level of exhaustion. A creature may use an Action on their turn to recover a level of Exhaustion suffered this way.

At 8th level, when you land a Critical Hit with a weapon attack and use your Divine Strike feature, that creature suffers 1 level of exhaustion. A creature may use an Action on their turn to recover a level of Exhaustion suffered this way.

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.

Deep Freeze

Starting at 17th level, your icy touch can freeze solid your foes who are wrapped in winter's embrace. 

When you cast a Domain Spell that deals Cold Damage, you may select a number of creatures targeted by the spell that have at least one level of exhaustion, not to exceed the spell's level.

These creatures are not affected by the spell as described, and instead must make a Constituion saving throw. On a failure, the creature becomes Petrified until the start of your next turn. On a success, they take cold damage as if they had succeeded against the original spell.

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.

 

Previous Versions

Name Date Modified Views Adds Version Actions
12/31/2018 2:37:18 AM
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