Religion - Filene in Altosphere | World Anvil

Religion - Filene

Filene, also known as The Cold Goddess, The Frostmaiden, Icedawn and the Goddess of Winter, is the fickle and vain goddess of cold and winter. Filene often toys with those who offend her, trapping them in snowstorms and then driving them insane by tantalizing them with visions of warmth and comforts of home before she freezes them to death.   Sacrifices to the Frostmaiden were common, especially in areas with cold climates, as people hoped to appease her and thus avoid cripplingly cold winters.  

Orders of the Faith

Filene's clergy is loosely organized, with no military or knightly orders. She just does not care to sponsor prolonged military actions; she would much rather send a blizzard down on those who offend her.   The main goals of most followers are to intimidate common folk and make them venerate The Frostmaiden to avoid reprisals from her clergy or to have them make donations to her church. Some of her powerful clerics accumulated impressive personal wealth in this manner, some of which they sacrifice as offering to Filene. Her priests wear ice white robes with blue trim and are easily identified by the dire warnings they proclaim of the wrath of Filene come the winter. They are also known to cast cold-based spells, many of which were described in the Codicil of White, a magical book of basic rites, rituals, services and major ceremonies of Filene's faith. Only a select few of her clergy know of the location.   Filene's church has a few males in its ranks, but most of her clergy are female. Temples of Filene are usually high towers with modest and simple interiors where no fire or heat can exist.  

Tenets of Faith

  • Cover all the lands with ice and quench fire whenever it is found.
  • Work darkness to hide the sun so that the chill that Filene brings may stay.
  • Take the life of an Arctic Creature only in great need, slay the rest at will.
  • Make everyone fear The Frostmaiden.
  • Revere The Frostmaiden and sing her praises into any winter wind.
  • Do not raise your hand against any other cleric of Filene  

    Prayers

    Clerics of Filene get up half an hour before sunrise, when its the coldest, to pray for divine spells and to show their devotion to The Frostmaiden.  

    Holy Days

    The faithful of Filene have three sacred times of the year. Midwinter (Night). This is the holiest night of the year for her clergy where they celebrate with a festival if ice-dancing that lasts all night. There is also the Coming Storm and Last Storm, an in-formal but enthusiastically celebrated rituals where the priests gather and call howling ice storms down on a region to mark the onset and end of the winter.
    Domain Conversion
    Clerics of the Trickery or Water domains may convert to a Cleric of Filene after undergoing a short ritual. Once converted, one cannot go back. If one tries to do so, they risk losing their divinely granted power.

    Clerics of Filene (Subclass)

    As a follower of The Frostmaiden, you are blessed with the following abilities.  

    Filene Cleric Spells

    Cleric Level Spells
    1st Armor of Agathys, Ice Knife
    3rd Frostburn, Snilloc's Snowball Swarm
    5th Elemental Weapon, Sleet Storm
    7th Elemental Bane, Ice Storm
    9th Filene's Flowers, Cone of Cold
     

    Icewind of Filene

    When you devote yourself to Filene at 1st level, you gain the frostbite and ray of frost cantrips. You also gain proficiency in Survival and Intimidation skills.  

    Nice and Frosty

    As a cleric of The Frostmaiden, you embrace the cold. At level 1 you gain resistance to cold damage. You never feel cold and you are immune to the effects of extreme cold weather and freezing water.  

    Chennel Divinity: Divine Frost:

    Starting at level 2, you can use your Channel Divinity to summon frost upon your enemies.   As an action, you can slam your holy symbol to the ground and cause each enemy creature within 30 feet to be covered inf rost. each affected creature must make a Constitution saving throw vs your spell DC. Upon failure, they suffer 1d10 cold damage and have their movement speed halved until your next turn. Upon success, they still take damage but don't lose movement speed.  

    Frigid Flame

    Beginning at level 6, as a reaction, you can transform any flame produced by a spell into a blue fire that deals cold damage. Moreover, you can transform any permanent fire such as a candle flame or a wall of flame or a burning house in such a flame as well.  

    Divine Strike

    At level 8, upon hitting a creature with a weapon attack, you can cause the attack to deal an additional 1d8 cold damage to the target. When you reach 14tyh level, the extra damage increases to 2d8.  

    Deep Winter

    As of 17th level, once per long rest, you can use your action to chant the sacred prayer of Filene. Each creature within 30 feet must make a Constitution saving throw vs your spell DC. Upon failure, they suffer 4d8 cold damage. Upon success, they take half the damage. and you are healed by the sum of all the damage dealt.  

    Priests of Filene

    "Don't you know? Rune magic can do anything!"

    Priests of Filene are granted access of the Codicil of White, wherein they learn and master the craft of Primeval Rune Magic.
    rune1.png
     
    Level Features
    1 Primeval Rune Knowledge
    2 Additional Spells
    3 Core of the Goddess
    4 Primeval Rune Mastery
    5 Channel Divinity: Gate of Skye
     

    Prerequisites

    In order to advance as a Priest of Filene, you must meet the following prerequisites:
  • Dexterity 13.
  • Intelligence 13.
  • Proficiency in the Arcana and Religion skills.
  • Character level 5th.
  • Complete the Nine Temple Pilgrimage. You must complete a pilgrimage to at least nine of Filene's temples. Each temple houses a different rune that you may study and acquire. Only after collecting nine will you be granted the status of Priest as well as the power of the runes.

    Class Features

    You gain the following class features.

    Hit Points

    Hit Dice: 1d8 per Priest of Filene level
    Hit Points per Level: 1d8 (or 5) + your Constitution modifier per Priest of Filene level

    Proficiencies

    Tools: Calligrapher’s supplies, mason’s tools, woodcarver’s tools
    Saving Throws: None
    Skills: None

    Primeval Rune Knowledge

    At 1st level, you learn the basics of Primeval Runes. Every day, you can invoke one rune power for each rune you've learned, provided you meet any other requirements such as minimum level.

    Additional Spells

    Upon reaching 2nd level, in addition to the spells you gain as a cleric, you gain the following spells:  

    Filene Priest Spells

    Priest Level Spells
    1st Breathtaking Wind, Icicle Daggers
    3rd Creeping Ice, Snowblind Stare
    5th ????, Steal Warmth
    7th Fusillade of Ice, ????
    9th Boreal Curse, Clash of Glaciers
     

    Wisdom of the Greater Gods

    At 3rd level, your devotion to the goddess Filene has granted you the following:

  • Core of the Goddess. Whenever you fail a saving throw that would result in you being inflicted with a demerit of some sort, you may attempt the saving throw again. On a success, you are not inflicted with the demerit. You still take the damage inflicted. This can only be used once per long rest.

  • Freezing Blizzard. As a reaction, when a creature would deal critical damage, you can negate the extra damage dealt. This can only be used once per long rest.

    Primeval Rune Mastery

    Starting at 4th level, you have masted the secret powers of the Primeval Runes. Choose four runes that you have learned through Primeval Rune knowledge. Once per day, you can invoke their Rune Mastery powers once each.

    Channel Divinity: Gate of Skye

    At 5th level, your knowledge of Primeval Runes has allowed you to conjure the gateway into Skye, Filene's domain of ice and snow. As the gate opens, the icy magic within pours into the world around you, extending 300 feet from you and lasting for 8 rounds, warping it into a wintery domain. Within this area, the following occurs:  
  • Sunlight and "Sunlight" effects are treated as normal light instead.
  • All attacks are made with disadvantage.
  • All creatures cannot be reduced to below 1 HP.
  • All death saving throws are treated as a success.
  • Critical Hits deal additional damage die.

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