tombowings
First Post
Here's yet another new domain for my blog, the Wayfinders Guild. Any feedback would, of course, be appreciated (i.g. please rip it to shreds).
Winter Domain
Deities whose portfolios include the winter domain – Hoder, Boreas, the Raven Queen, and others – govern over all aspects of sickness, cold, ice, and frost, and those creatures and peoples who dwell in cold, icy environments such as the northern reaches and high mountains.
Winter Domain Spells
Cleric Level Spells
1st - Ice knife*, ray of sickness
3rd - Gust of wind, Scnilloc’s snowball swarm*
5th - Ice shape, sleet storm
7th - Blight, ice storm
9th - Cone of cold, contagion
* From Elemental Evil Player’s Companion.
Bonus Cantrip
At 1st level, you learn your choice of one of the following cantrips if you don’t already know it: ray of frost or chill touch. It counts as a cleric spell for you.
Winter’s Wrath
Also at 1st level, you can censure attackers with gusts of freezing air. When a creature within 30 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Constitution saving throw. The creature takes your choice of 2d8 cold or necrotic damage on a failed saving throw, or half as much damage on a successful one.
You can use this feature a number of times equal to your Wisdom modifier (minimum once). You regain all expended uses when you finish a long rest.
Channel Divinity: Shards of Winter
Starting at 2nd level, you can use your channel divinity as an action to summon a gust of freezing air that in a 15 foot radius circle within 30 feet. The area becomes difficult terrain for 1 minute as shards and spears of razer-sharp ice appear. All creatures in the area must make a Dexterity saving throw. On a failed save, the creature takes damage equal to the your level + Wisdom modifier.
Freezing Cold
Beginning at 6th level, whenever you deal cold or necrotic damage to a target, the target cannot take reactions until the end of your next turn.
Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Herald of Winter
As an action, you can transform into the form of the winter’s herald for 1 minute. When in this form, you create an aura of ice and cold within 30 feet of you. The ground turns to ice and the air becomes a thick, whirling blizzard. The area within your aura is considered difficult terrain and heavily obscured for all creatures other than you. So long as your aura remains, you have immunity to cold and necrotic damage and may cast ray of frost as a bonus action once during each of your turns.
You cannot use this ability again until you finish an extended rest.
New Spells
The winter domain contains the following new spell.
Ice Shape
3rd level transmutation
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Instantaneous
You cause a section of ice, no more than 10 feet in any dimension, to form itself into any shape you desire. For example, you could shape a piece of ice into a weapon, an ice sculpture, or a small passage through a wall, as long as the wall is less than 10 feet thick.
Winter Domain
Deities whose portfolios include the winter domain – Hoder, Boreas, the Raven Queen, and others – govern over all aspects of sickness, cold, ice, and frost, and those creatures and peoples who dwell in cold, icy environments such as the northern reaches and high mountains.
Winter Domain Spells
Cleric Level Spells
1st - Ice knife*, ray of sickness
3rd - Gust of wind, Scnilloc’s snowball swarm*
5th - Ice shape, sleet storm
7th - Blight, ice storm
9th - Cone of cold, contagion
* From Elemental Evil Player’s Companion.
Bonus Cantrip
At 1st level, you learn your choice of one of the following cantrips if you don’t already know it: ray of frost or chill touch. It counts as a cleric spell for you.
Winter’s Wrath
Also at 1st level, you can censure attackers with gusts of freezing air. When a creature within 30 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Constitution saving throw. The creature takes your choice of 2d8 cold or necrotic damage on a failed saving throw, or half as much damage on a successful one.
You can use this feature a number of times equal to your Wisdom modifier (minimum once). You regain all expended uses when you finish a long rest.
Channel Divinity: Shards of Winter
Starting at 2nd level, you can use your channel divinity as an action to summon a gust of freezing air that in a 15 foot radius circle within 30 feet. The area becomes difficult terrain for 1 minute as shards and spears of razer-sharp ice appear. All creatures in the area must make a Dexterity saving throw. On a failed save, the creature takes damage equal to the your level + Wisdom modifier.
Freezing Cold
Beginning at 6th level, whenever you deal cold or necrotic damage to a target, the target cannot take reactions until the end of your next turn.
Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Herald of Winter
As an action, you can transform into the form of the winter’s herald for 1 minute. When in this form, you create an aura of ice and cold within 30 feet of you. The ground turns to ice and the air becomes a thick, whirling blizzard. The area within your aura is considered difficult terrain and heavily obscured for all creatures other than you. So long as your aura remains, you have immunity to cold and necrotic damage and may cast ray of frost as a bonus action once during each of your turns.
You cannot use this ability again until you finish an extended rest.
New Spells
The winter domain contains the following new spell.
Ice Shape
3rd level transmutation
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Instantaneous
You cause a section of ice, no more than 10 feet in any dimension, to form itself into any shape you desire. For example, you could shape a piece of ice into a weapon, an ice sculpture, or a small passage through a wall, as long as the wall is less than 10 feet thick.