Divine Domain- Winter in Delq-Nar | World Anvil
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Divine Domain- Winter

A Chill in the Air
Clerics of the Winter Domain are followed constantly by a chill breeze wherever they go. At level 1 you learn ray of frost and gain proficiency in Nature and Survival.
Channel Divinity: Snow Walker
Starting at 2nd level, you can use your Channel Divinity to grant yourself and a number of abilities. You can walk on the surface of snow without leaving prints and ignoring any movement penalties. Ice supports your weight no matter how thin the ice is. You can skate on ice or snow as if whearing ice skates, this however leaves tracks.
Additionally your vision is not impaired my snow or ice storms.
 
Deep Chill
At level 6, Th ice and cold you wield under you command chills creatures to their bones. Whenever you deal cold damage to a creature, it must succeed a Constitution saving through against your spell save DC or be stunned until its next turn.  
Divine Strike
At 8th level you can command the sheer chill off winter into your weapons strikes. 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.
Winters Wrath
Starting level 17th level you gain resistance to cold, or if you have resistance to cold you gain immunity. Additionally you can use an action to surround yourself with a divine tempest of swirling snow and sleet. All creatures you choose within a 20ft radius have disadvantage on attack rolls against other creatures. They also take 1d6 cold damage when they start their turn and have disadvantage on saving throws against your spells. This tempest lasts until you dismiss it with a bonus action or one minute passes.

Spells

These are the spells available to Winter clerics.
1
Breathtaking wind*, Icicle daggers*
3
Creeping Ice*, Sheen of Ice
5
Sleet Storm, Steal Warmth*
7
Fusillade of Ice*, Ice Storm
9
Clash of glaciers*, Cone of Cold  
* - See DM for these spells

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