Winter Domain Spell in D&D world | World Anvil
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Winter Domain

https://www.dndbeyond.com/characters/subclasses/57398-winter-domain
This is a cleric that uses cold magic to instill complete fear into their foes. Some abilities are similar to abilities from other subclasses. Hope you enjoy it! This domain is granted by God Isad.   The spells obtained with the Class Domain are as follows:   Cleric Level Spells obtained   1st: Ice Knife, Armor of Agathys   3rd: Hold Person, Dragon's Breath (Cold Only)   5th: Sleet Storm, Slow   7th: Ice Storm, Phantasmal Killer   9th: Hold Monster, Cone of Cold   Bonus Proficiencies   When you choose this domain at 1st level, you gain proficiency with heavy armor and martial weapons.   Chilling gaze   Also starting at 1st level, you gain the capability to use the powers of your icy presence to instill fear into those who oppose you. When a creature within 5 feet of you that you can see attempts to hit you with an attack and misses, you can use your reaction to cause the creature to make a wisdom saving throw. The creature takes 2d8 cold damage on a failed saving throw and is also frightened by you until the start of your next turn on a failed saving throw, but suffers no consequences on a successful one.   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: Chilling presence   Starting at 2nd level, you can use your Channel Divinity to expel an icy blast from your chilled core.   As an action, you present your holy symbol and all areas within 30 feet radius of you becomes difficult terrain, and all hostile creatures within that radius must make a Constitution saving throw. A creature takes cold damage equal to 2d10 + your Cleric level on a failed save, and half as much damage on a successful one. Creatures that have total cover from you are unaffected.   Icy touch   Beginning at 6th level, whenever you deal cold damage to a creature, you also make their speed become halved until the beginning of your next turn. This ability doesn't stack   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.   Improved Chilling Presence   Starting at 17th level, Your Chilling Presence now deals 1d10 cold damage to all hostile creatures that enter or begin their turn within its radius. You also gain an immunity to cold damage.

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