Cleric subclass
The gods of the Winter domain command the season of frost and silence, holding dominion over the annual cycle that tests mortal resilience. These deities understand winter's dual nature -- both as a force of preservation that brings needed rest to the world and as a deadly power that can freeze the unprepared. Their clerics serve this duality in their own ways: some work to protect communities from winter's harshest aspects, viewing the season as a time of peaceful contemplation and necessary renewal, while others embrace its brutal aspects, wielding ice and storm as weapons. Whether shielding the vulnerable from deadly blizzards or calling down winter's fury upon their foes, these priests channel the raw power of the coldest season.
Cleric Spell |
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 |
At 1st level, you learn the ray of frost cantrip and you gain proficiency in Nature and Survival.
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 the ice is, and you can travel on it as if you're wearing ice skates. You still leave tracks on snow and ice.
Additionally, in snowy environments, your vision is not impaired by snow and you have advantage on Dexterity (Stealth) checks to hide.
Beginning at 6th level, when you deal cold damage to a creature, it must make a successful Constitution saving throw against your spell save DC or become stunned until the end of its next turn.
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.
Starting at 17th level, you gain resistance to cold.
Additionally, you can use your action to surround yourself with swirling snow that fills a 20-foot radius. All other creatures have disadvantage on Wisdom (Perception) checks and attack rolls against you. Creatures other than you inside the snow-filled area have disadvantage on saving throws against magic that deals cold damage. The swirling snow lasts for 1 minute or until you dismiss it as a bonus action.
Deep Magic. Kobold Press, 2020.
Trindle Spring Lutheran Church RPG Club | Mechanicsburg, PA