Cleric: Frost Domain
Nearly every part of the world must deal with a change in
temperature and the coming of winter. Nowhere is this
more evident than in the extreme north and south, where
winter is a pervasive part of life. As civilization expands
into inhospitable terrain and environments, its reliance
increases on divine providence to ensure survivability.
Good-aligned clerics appeal to winter deities such
as Boreas to spare their people the worst of bitter cold,
storms that last for days, and other calamities caused
by weather. They couch the onset of winter as necessary
for strengthening their people and as respite from toil,
pointing to the peacefulness of the frozen, snow-draped
landscape. Evil clerics embrace the storms and brutal
conditions and even enhance them to advance their
deities’ agendas and to spread fear through their enemies.
Additionally, your vision is not impaired by snow, and you have advantage on Dexterity (Stealth) checks to hide in snowy environments.
Cleric Level | Spells |
---|---|
1st | breathtaking wind*, icicle daggers* |
3rd | creeping ice*, sheen of ice* |
5th | sleet storm, steal warmth* |
7th | fusillade of ice*, ice storm |
9th | clash of glaciers*, cone of cold |
A Cold Wind
At 1st level, you learn the ray of frost cantrip, and you gain proficiency in Nature and Survival.Channel Divinity: Snow Walker
Starting at 2nd level, you can use your Channel Divinity to grant yourself the ability to walk on the surface of snow, ignoring any movement penalties that would normally apply. Ice supports your weight no matter how thin, and you can travel on it as if you’re wearing ice skates. You still leave tracks in snow and ice.Additionally, your vision is not impaired by snow, and you have advantage on Dexterity (Stealth) checks to hide in snowy environments.
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