Winter Domain (5e Divine Domain)

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Author: Zhenra-Khal (talk)
Date Created: 4-9-22
Status: First Draft
Editing: Don't edit without discussion. Unauthorized edits will be reverted.
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When winter falls, the world sleeps. Plants wither and die, trees lie bare, water freezes, and animals take shelter, until the sun's light grows warm again. In this annual dark hour, many turn to the divine, either to the gods of warmth and light for aid to make it through the winter, or to the gods of the cold and dark to have mercy, help them survive, or condemn their enemies to an icy grave.

Gods of the Winter domain are often quiet, or hidden in another form, usually that of a nature or hunting deity. But just as they value the survival of their plants and animals, they value the endurance and perseverance of those that called their names in the cold, and answer their prayers in kind, granting their clergy both command over the frigid wind and ice, and enough of a spark to carry the torch out of the long dark. Deities with this Domain include Itztlacoliuhqui, Auril, Skadi, Ymir, Cailleach Bheur, Ullr, the Prince of Frost, Hel, Morana, Persephone and her mother Demeter, Boreas, and The Raven Queen.

Domain Spells[edit]

Table: Winter Domain Spells

Cleric Level Spells Gained
1st Goodberry, Armor of Agathys
3rd Rime's Binding Ice, Pass Without Trace
5th Leomund's Tiny Hut, Sleet Storm
7th Fire Shield, Ice Storm
9th Cone of Cold, Antilife Shell

Aspect of Winter[edit]

At 1st level when you select this domain, you gain proficiency with the Survival skill. Additionally, you learn the Create Bonfire and Frostbite cantrips; These count as Cleric cantrips for you.

Shelter From The Cold[edit]

Beginning at 1st level, whenever you deal Cold damage to a creature with a spell, you can choose one creature you can see within 60ft of you. That creature gains temporary hit points equal to your Wisdom modifier (Min 1), plus your Cleric level. These temporary hit points do not stack with any other temporary hit points, and last until the beginning of your next turn.

You can use this feature in this way a number of times equal to your Wisdom modifier (Min 1), regaining all expended uses when you finish a Long Rest.

Additionally, when you cast the Create Bonfire cantrip, it no longer requires concentration, and can last up to 8 hours, and, as a bonus action while the spell is active, you can perform one of the following:

  • Stoke the spell's flame, causing it to shed bright light in a 30ft radius, and dim light for an additional 30ft;
  • Dim the spell's flame to soft embers, shedding only dim light in a 5ft radius;
  • End the spell's effect, leaving behind no trace of the bonfire's existence.

Channel Divinity: Frozen Wrath[edit]

When you deal Cold damage to a creature within 10ft of you, you can use your reaction to use this Channel Divinity Option, forcing the creature to make a Wisdom saving throw. On a failed saving throw, the creature freezes solid for up to 1 minute; The creature is subjected to the Petrified condition, granted immunity to Cold damage, and inflicted with vulnerability to Fire damage. However, you must concentrate to maintain this effect, as if concentrating on a spell, and the creature is entitled another Wisdom saving throw at the end of each of your turns to escape the effect. Additionally, if the creature suffers any amount of Fire damage, the effect ends immediately after the damage is taken.

Frostbound Pilgrim[edit]

Beginning at 6th level, you've become accustomed to the cold of your deity's winter. This grants you the following benefits, which also extend to any number of creatures and vehicles of your choice within 30ft of you.

  • You gain resistance to Cold damage.
  • Difficult terrain caused by ice or snow cannot impede your movement.
  • While moving through ice and snow, you leave no trace of your passage and cannot be tracked.

Divine Strike[edit]

At 8th level, you gain the ability to infuse your weapon strikes with winter's chill. 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 points of Cold damage to the target. When you reach 14th level, the extra damage increases to 2d8.

White Spirit[edit]

At 17th level, your connection to the long dark improves. This grants you the following benefits:

  • You gain immunity to Cold damage.
  • While in an area of ice or snow, you can use your bonus action to become Invisible, and cause your movements to make no sound whatsoever. This effect is broken if you attack, cast a spell, or end your turn in a space where no ice or snow is within 5ft of you.




Back to Main Page5x5eClassCleric

AuthorZhenra-Khal +
Canontrue +
Identifier5e Divine Domain +
RatingUndiscussed +
SummaryThis is a Domain of cold, survival, and endurance. +
TitleWinter Domain +