Difference between revisions of "Cold Domain (5A)"

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This is an original [[Cleric (5A)|Cleric]] domain for [[5A]].
 
This is an original [[Cleric (5A)|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 cold lives, spreading it or appeasing it.  
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''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
 
'''Greyhawk
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|+'''Cold Domain Spells'''
 
|+'''Cold Domain Spells'''
 
|| '''Cleric Level''' ||valign="bottom" | '''Spells'''  
 
|| '''Cleric Level''' ||valign="bottom" | '''Spells'''  
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|-
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| valign=top align=center | 1 ||valign="top"| [http://dnd5e.wikidot.com/spell:frostbite Frostbite], [http://dnd5e.wikidot.com/spell:ray-of-frost Ray of Frost]
 
|-
 
|-
 
| valign=top align=center | 1 ||valign="top"| [http://dnd5e.wikidot.com/spell:frost-fingers Frost Fingers], [http://dnd5e.wikidot.com/spell:ice-knife Ice Knife]
 
| valign=top align=center | 1 ||valign="top"| [http://dnd5e.wikidot.com/spell:frost-fingers Frost Fingers], [http://dnd5e.wikidot.com/spell:ice-knife Ice Knife]
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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.
  
 
=== Bonus Proficiencies ===
 
=== Bonus Proficiencies ===
When you choose this domain at 1st level, you gain proficiency with two of the following: the net, the trident, Athletics, water vehicles, or navigator's tools.
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When you choose this domain at 1st level, you gain proficiency with Athletics, Nature, or Survival, your choice of which.
  
=== Bonus Cantrips ===
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=== Arctic Survivor ===
At 1st level, you learn the  [http://dnd5e.wikidot.com/spell:acid-splash Acid Splash] and [http://dnd5e.wikidot.com/spell:shape-water Shape Water] cantrips. These count as cleric cantrips to you, but they do not count against your number of cantrips known.
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At 1st level, you gain resistance to cold damage.
If you already know one or more of these cantrips, you learn a cleric cantrip of your choice for each of them you already know.
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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.  
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Temporary hit points do not stack, use only the highest of your new and old temporary hit points.
  
=== Amphibian ===
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=== Channel Divinity: Hoarfrost ===
At 1st level, you can breathe both air and water and get a swim and land speed of 30 feet if you lack a land or swim speed or your natural speed is slower than 30 feet.
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Starting at 2nd level, you can use Channel Divinity to cover the ground around you with frost.
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: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 1 minute. This area counts as difficult ground to your enemies. This applies to all forms of movement. Allies can move normally in the area.
  
=== Channel Divinity: Surge ===
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=== World of Cold ===
Starting at 2nd level, you can use Channel Divinity to move creatures and objects as if they were caught in a surge of water.  
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At 6th level you can move across difficult terrain created by ice or snow without spending extra movement.
: As an action, all creatures in a 20 feet cube are moved 20 ft. in a horizontal direction of your choice. Creatures of your choice in the area must make a Strength (Athletics) check against your spell DC. A creature with a swim speed has advantage on this check. A creature that is in water has disadvantage on this check. On a failed save, you can move the creature an additional 20 ft. in any horizontal direction and you can inflict 1d10 + your cleric level bludgeoning damage. At level 6, this becomes magical bludgeoning damage.
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When you inflict
 
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acid,
=== Cold Deeps ===
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fire,
At 6th level, you gain resistance to cold damage and immunity to the effects of water pressure.
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lightning,
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necrotic,
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radiant, or
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thunder,
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damage, you can change the damage type to cold.
  
 
=== Blessed Strikes ===
 
=== 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.
 
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.
  
=== Charybdis' Mantle ===
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=== Weird of the Wendigo ===
Starting at 17th level, you can cast [http://dnd5e.wikidot.com/spell:maelstrom Maelstrom] centered on yourself at will. This version of the spell does not require concentration. The effect is centered on you and moves as you move. The spell does not cause damage to or create difficult ground for your allies, but still moves them.
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Starting at 17th level, you can channel energy to turn yourself into an avatar of winter.
 
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:Use channel energy as an action to cast [http://dnd5e.wikidot.com/spell:investiture-of-ice Investiture of Ice]. This version of the spell does not require concentration.
This ability is destructive to the surroundings, you may wish to avoid using it in civilized settings unless there is great need. It also makes noise, making Stealth impossible under most circumstances.
 
  
 
== Creator's Notes ==
 
== Creator's Notes ==

Latest revision as of 10:47, 26 December 2022

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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

Cold 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 1 minute. This area counts as difficult ground to your enemies. This applies to all forms of movement. Allies can move normally in the area.

World of Cold

At 6th level you can move across difficult terrain created by ice or snow without spending extra movement. When you inflict 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.

Creator's Notes