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Of Godly Might: Clerics of Boreas (Part 3)

Of Godly Might: Clerics of Boreas (Part 3)

Clerics of Boreas (for 5E)

The cold and the gods care not for the system in which you play. But you might. Here’s 5E details for you cleric of Boreas.

Frost Domain

Clerics of Boreas, Mara, and other icy deities can imbue their attacks with biting cold, create weapons of ice, and send forth blasts of razor sharp ice to damage their foes.

1st Divine favor (ice dmg), create or destroy water
3rd Spiritual weapon (ice dmg), gust of wind
5th Sleet storm, protection from energy
7th Ice Storm, control water
9th Glacial Cold*, cone of cold

* indicates a new spell detailed below

Frost Touched

Starting at first level, you are resistant to cold damage. At 5th level, you may extend this resistance to any number of creatures you can see within 20 ft. of you.

Channel Divinity: Ice Sheath

At 2nd level, you can use your channel divinity ability to freeze your foes’ weapons. Each creature of your choice within 30 ft. that you can see must succeed a Dexterity save or have their weapon encased in ice. The DC for this save is equal to your spell save DC. Creatures whose weapons are encased in ice take 5 (1d6+2) cold damage and suffer disadvantage to all attacks made with that weapon until the end of your next turn. The damage increases to 10 (2d6+5) cold damage at level 5. This ability affects innate weapons such as claws and teeth.

Armaments of Frozen Wrath

Beginning at 6th level, you may choose to have your weapon attacks do cold damage. Attacks you make with a weapon are magical. Once on each of your turns you may chill a creature you successfully strike with a weapon attack. Creatures chilled this way have disadvantage on ability checks and saving throws until the end of your next turn. At 8th level, when you hit a creature with a weapon attack, you may choose to do and extra 1d8 cold damage to the target. When you reach 14th-level, the damage increases to 2d8.

Wintering

At 17th level, you may imbue your weapons with deadliest winter. For 1 minute, creatures you successfully strike with a weapon attack are vulnerable to cold damage until the end of your next turn. You must complete a long rest before using this ability again.

New Spells

The following spells are used by clerics of Boreas.

Glacial Cold

5th-level evocation (cleric, druid, sorcerer, wizard)
Casting Time: 1 action
Range: 100 ft. (30 ft. sphere)
Components: V, S, M (crystalline statue of a polar bear worth at least 25g)
Duration: Instantaneous / Concentration up to a minute (see description)

Upon your final utterance, the target area is covered in glacial ice which generates a limb numbing cold that causes 1d6 points of cold damage per caster level (maximum 20d6), and inflicts one level of exhaustion, as well as disadvantage to Perception checks. A successful Constitution save halves the cold damage, and negates the other effects. This damage is instantaneous, and occurs only on the first round of the spell. The caster may choose to maintain concentration on the spell. For the remaining duration of the spell, a successful DC10 Dexterity check is required to accomplish any action that requires manual dexterity such as loading a crossbow, drawing a weapon, picking a lock, retrieving a stored item, or manipulating a material spell component while a creature is in the area of effect. A failed check means the item is dropped. The area inside the spell’s area of effect is considered difficult terrain. Any creature beginning or ending a move within the spell’s area of effect must succeed a DC 10 Dexterity (Acrobatics) check or fall prone.

Ice Soldiers

7th-level conjuration (cleric, druid, sorcerer, wizard)
Casting Time: 1 action
Range: 30 ft.
Components: V, M (crystalline statue of a polar bear worth at least 25g)
Duration: one minute

As you pour the water from its vial, you cause one ice soldier for every 5 cleric levels you possess to appear in any square of your choosing within range. Each ice soldier is size medium and requires its own 5-ft. square. (An ice soldier can not form if there is no open 5-ft. square available for it.) On the round you cast the spell, and each round thereafter on your turn, the ice soldiers make their attacks. When the ice soldiers appear, you indicate telepathically to each individual soldier what its target is. From then on, the soldier attacks its target exclusively until the target is dead, at which time the soldier melts into a puddle of water. Ice soldiers have the following statistics:

Ice Soldier

N Medium construct
Armor Class 13
Hit Points 72 (16d8)
Speed 30 ft.

STATISTICS

Str 21 (+5), Dex 9 (-1), Con 10 (+0), Int 7 (-2), Wis 12 (+1), Cha 7 (-2)
Damage Immunities cold
Damage Resistances bludgeoning, piercing, and slashing damage made by nonmagical attacks
Damage Vulnerabilities fire
Condition Immunities charmed, exhaustion, frightened,
Senses passive Perception 13
Languages None
Challenge 2 (450 XP)

TRAITS

Heavy Blows: Creatures struck by two slam attacks from an ice soldier in the same round must make a DC 13 Strength save or be knocked prone.

ACTIONS

Multiattack. The ice soldier makes two slam attacks.

Slam. Melee Weapon Attack: +6 to hit, reach 5ft., one target, Hit: 15 (2d6+8) cold damage.

Shiver

Evocation Cantrip (druid)
Casting Time: 1 action
Range: 30 ft.
Components: V, S, M (humanoid tooth)
Duration: until the end of your next turn

This spell imbues a humanoid creature with 4 or fewer Hit Dice with such cold that its teeth begin to chatter and its body shakes uncontrollably. The affected creature must succeed a Constitution save or it cannot cast a spell or load a missile weapon until the end of your next turn. Creatures with 5 or more HD are not affected. Once a creature has suffered the effects of this spell, it is immune to the effects of this spell for 24 hours.

Tundra Touched

8th-level Transmutation (druid)
Casting Time: 1 action
Range: self
Components: V, S,
Duration: one minute

Your physiology becomes similar to that of a creature born in the arctic cold of the tundra. You gain immunity to cold damage, are unaffected by conditions that cause snow blindness or hypothermia, and can move across icy surfaces without hindrances. In addition, all attacks you make with a melee or natural weapon deal 2d6 points of cold damage beyond the normal weapon damage. Finally, you gain vulnerability to fire for the duration of the spell.

Winter’s Wrath

6th-level Evocation (cleric, druid, sorcerer, wizard)
Casting Time: 1 action
Range: 400 ft. (30ft. cube)
Components: V, S, M (a piece of polished glass)
Duration: concentration, up to one minute

In an instant, this spell causes the creatures in the area of effect to experience a day’s worth of exposure to blinding light reflecting off of blankets of white snow. Creatures caught in the spell’s area of effect must make a Constitution save or suffer disadvantage on ranged attacks and Perception skill checks. In addition, creatures affected by the spell suffer such hampered vision that foes targeted by them are treated as having three quarter cover.

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3 thoughts on “Of Godly Might: Clerics of Boreas (Part 3)”

  1. Why does this Domain only grant one domain spell at each spell level? Why are some of the domain spells granted unable to be cast by the cleric when they are gained (Glacial Cold and Ice Soldiers)? And does the 6th level ability completely negate the usual damage increase at levels 8 and 14, or was the damage increase forgotten?

    1. Hey thanks for the comments. It looks like the domain spell list was from an earlier draft. The extra damage from Armaments of Frozen Wrath was left out in error. Additionally, the new spell, Glacial Cold should be 5th level, not 7th level. I think the Head Kobold of the blog will update the text of this domain soon with fixes to all these issues.

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