Difference between revisions of "Cold Domain (5A)"
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| valign=top align=center | 9 ||valign="top"| [http://dnd5e.wikidot.com/spell:hold-monster Hold Monster], [http://dnd5e.wikidot.com/spell:cone-of-cold Cone of Cold] | | valign=top align=center | 9 ||valign="top"| [http://dnd5e.wikidot.com/spell:hold-monster Hold Monster], [http://dnd5e.wikidot.com/spell:cone-of-cold Cone of Cold] | ||
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− | The version of the http://dnd5e.wikidot.com/spell:heat-metal Heat Metal] spell gained from the Cold Domain inflicts cold damage rather than fire damage. | + | The version of the [http://dnd5e.wikidot.com/spell:heat-metal Heat Metal] spell gained from the Cold Domain inflicts cold damage rather than fire damage. |
=== Bonus Proficiencies === | === Bonus Proficiencies === |
Revision as of 16:56, 22 December 2022
Starfox's 5th Edition Fan Page |
- This is a work in progress.
This is an original Cleric domain for 5A.
Cold is the ultimate power. It ruled supreme before the sun first rose and shall rule supreme over the quiet and peaceful world at the end of time. Clerics of cold live wintry lives, spreading cold or appeasing it.
Greyhawk Made famous by the Vatun-worshiping Suel of the north, other arctic people such as the Chakji and Flan also worship the power of the cold winter night, mostly to appease it.
Subclass Features
Domain Spells
Cleric Level | Spells |
1 | Frostbite, Ray of Frost |
1 | Frost Fingers, Ice Knife |
3 | Heat Metal (Cold damage), Protection From Energy |
5 | Elemental Weapon, Water Breathing |
7 | Elemental Bane, Ice Storm |
9 | Hold Monster, Cone of Cold |
The version of the Heat Metal spell gained from the Cold Domain inflicts cold damage rather than fire damage.
Bonus Proficiencies
When you choose this domain at 1st level, you gain proficiency with Athletics, Nature, or Survival, your choice of which.
Arctic Survivor
At 1st level, you gain resistance to cold damage. When you cast a spell of 1st level or higher that deals cold damage or grants resistance to cold, you gain temporary hit points equal to three times the level of the spell. Temporary hit points do not stack, use only the highest of your new and old temporary hit points.
Channel Divinity: Hoarfrost
Starting at 2nd level, you can use Channel Divinity to cover the ground around you with frost.
- As an action, you use channel divinity to create an aura of frost within 30 feet of you that moves with you and lasts for 10 minutes. Allies that start their turn in the aura, including you, gain a 10 foot bonus to land speed.
World of Cold
At 6th level you can move across difficult terrain created by ice or snow without spending extra movement. When you cast a spell or use a class or race feature that inflicts acid, fire, lightning, necrotic, radiant, or thunder, damage, you can change the damage type to cold.
Blessed Strikes
When you reach 8th level, you are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn.
Weird of the Wendigo
Starting at 17th level, you can channel energy to turn yourself into an avatar of winter.
- Use channel energy as an action to cast Investiture of Ice. This version of the spell does not require concentration.