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## Winter Domain Version 1.5
By Morgan's Brews ([Tumblr](www.morgansbrews.tumblr.com))
Deities of the Winter domain preside over the cold, frigid winds that come with the changing of the season. Some of them represent the chaotic, elemental nature of winter, calling down snowstorms and frigid destruction. Other deities represent the ideals of the changing seasons, with winter bringing the death needed for the rebirth in the spring. Some examples of deities in the Winter domain are the Raven Queen, Auril, and Thrym.
##### Winter Domain Features | Cleric Level | Feature | |:----:|:-------------| | 1st | Domain Spells, Bonus Proficiencies, Chilling Frost | | 2nd | Channel Divinity: Emissary of the Wintertide | | 6th | Arctic Brawler | | 8th | Divine Strike | | 17th | Winter Soul, Deep Freeze |
### Winter Domain Spells You gain domain spells at the cleric levels listed in the Winter Domain Spells table. | Cleric Level | Spells | |:----:|:-------------| | 1st |
armor of agathys, ice knife
| | 3rd |
warding wind, sniloc's snowball swarm
| | 5th |
sleet storm, slow
| | 7th |
control water, ice storm
| | 9th |
cone of cold, hold monster
|
### Bonus Proficiencies When you choose this domain at 1st level, you gain proficiency in heavy armor, battleaxes, and warhammers. ### Chilling Frost At 1st level, if a creature starts their turn or moves within 15 feet of you, you can use your reaction to slow their movements with frost. They must make a Constitution saving throw. On a failure, that creature takes 1d8 cold damage and has their speed reduced by 10 feet until the end of their turn. The damage increases to 2d8 at 10th level. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest. \columnbreak ### Channel Divinity: Emissary of the Wintertide Starting at 2nd level, you can use your Channel Divinity to bless a creature in the name of your deity, bestowing them with some of your own winter-based abilities. As an action, choose a willing creature you can see within 15 feet. Choose either Endurance or Mobility. That creature gains the corresponding benefits for the next 1 minute: - **Endurance.** The target is surrounded by a veil of swirling snow, granting them the fortitude to survive the harsh winter. The creature gains resistance to cold damage, and has a bonus to Constitution saving throws equal to your Wisdom modifier (minimum 1). - **Mobility.** The target's body and equipment is surrounded by a coating of frost, magically guiding them through the obstructions of wintertime. The creature ignores difficult terrain made from ice and snow. Their walking speed is also increased by 10 feet, as the frost allows them to gracefully slide on most surfaces. The blessed creature can choose to end the effect early for an additional effect. When the creature makes a melee attack, they can choose to dismiss the blessing, sending shards of ice flying in every direction. Each other creature within 15 feet must make a Dexterity saving throw or take 2d8 cold damage. This damage increases to 4d8 at 14th level. ### Arctic Brawler Starting at 6th level, your affinity for the cold has caused your body to be chill to the touch, providing the following benefits: - You gain resistance to cold damage. - Once on each of your turns, you can add 1d4 cold damage to the damage of an unarmed attack you make. - Whenever you lose an Athletics contest to grapple or continue grappling a creature, that creature suffers 1d8 cold damage and has their speed reduced by 10 feet until the the end of their turn. When you reach 14th level, the extra damage increases to 2d8. ### Divine Strike At 8th level, you gain the ability to infuse your weapon strikes with the chilling touch of ice. 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. ### Winter Soul Starting at 17th level, your faith in your deity has given you greater control over snow and ice. You gain the following benefits: - You gain immunity to to cold damage. - You ignore difficult terrain made of ice and snow. \pagebreak ### Deep Freeze At 17th level, you gain the ability to completely freeze the moisture in a creature's body. As an action, make a melee spell attack at a creature within 5 feet of you. On a hit, they immediately take 6d8 cold damage and are stunned as their body freezes up. At the end of each of their turns, they take an additional 4d8 cold damage and can make the saving throw again to resist the stun. You must finish a long rest before using this feature again.
> ##### Author's Notes > A creature can be under the effects of BOTH versions of Emmisary of the Wintertide at the same time once you can use Channel Divinity twice per rest. This gives them the benefits from each version, and the chance to each effect separately. >
> As a DM, I would advise against allowing for two of the SAME version (ie. 2 *Endurances*) to be applied to one creature, but that is up to the DM.
#### Credits
Frozen Wasteland - Revised
by Tom Honz \
Snow Covered Island
by Titus Lunter \ Special thanks to [homebrewlesbian](https://homebrewlesbian.tumblr.com/) for balancing and flavor help! \
Please leave any comments or critique for me at [morgansbrews.tumblr.com](morgansbrews.tumblr.com). Thank you!
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.