Homebrew:Frost Domain: Difference between revisions

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[[file:inquisition.jpg|right|thumb|500px]]
[[file:frost domain.jpg|thumb|right|500px]]
{{ooc note|This is an implementation of the Inquisition Domain subclass from [[Tasha's Crucible of Everything Else]] volume 1}}
{{ooc note|This is an implementation of the Frost Domain subclass from [[Tasha's Crucible of Everything Else]] volume 2}}
__NOTOC__
__NOTOC__
{{base class|cleric|blockquotestyle=width:calc(100% - 510px - 1.4em)}}
{{base class|cleric|blockquotestyle=width:calc(100% - 510px - 1.4em)}}
Most clerics are pillars of their community, overseeing worship, healing, and religious rites in their god’s name. However, all faiths have rules, acts which are seen as taboo and creatures declared anathema. When violations appear, the inquisitors follow, finding the violators and enforcing the law with divine wrath and the point of a sword.
{{sidebar|style=clear:none|content1class=left|content1=These servants of the tundra wield the cold like a warrior would wield its blade.|content2class=right|content2=TASHA}}
 
Gods of the cold and north, such as Auril, Iborighu, Thrym, and Ulutiu, are, like their element, often severe and demanding. These gods are not usually worshipped for their benevolence, but instead prey upon those who merely wish to survive the unforgiving tundra. Clerics to these gods may not be the warmest people, but they are often seen as saviors to northern settlements that rely on their blessings. These boons are not free though, and clerics of these gods may be sent to gather offerings in return for helping people survive.
Inquisitors bring safety to some, but are often fearsome figures in their work. At their best, they protect their communities from corrupting influences of cults, undead, and creatures from the outer planes. At their worst, they are tyrants, leading reigns of terror to quash dissent and oppress those who do not share their faiths.
 
Inquisitors exist throughout the multiverse, serving causes both good and evil. On many planes, the church of Lolth makes extensive use of them to root out dissent among the drow, and inquisitors of Bahamut are tasked with finding and quashing cults in service of Tiamat. In Faerun, Helm’s eternal quest to protect his servants draws many inquisitors, and the efforts of Bane’s followers to establish dominion over regions they control encourages many onto the path of the inquisitor as well. In Eberron, Thrane’s Church of the Silver Flame and the secret police of Zilargo include many inquisitors among their ranks. Inquisitors abound among the clerics of Ravenloft, given the predominance of malign entities to be fought, corrupt cults to be stopped, and overbearing tyrants to be served.


== Domain Spells ==
== Domain Spells ==
''1st-level {{PAGENAME}} feature''
''1st-level {{PAGENAME}} feature''


You gain domain spells at the cleric levels listed in the Inquisition Domain Spells table. See the Divine Domain class feature for how domain spells work.
You gain domain spells at the cleric levels listed in the Frost Domain Spells table. See the Divine Domain class feature for how domain spells work.


{| class="wikitable"
{| class="wikitable"
|+ Inquisition Domain Spells
|+ Frost Domain Spells
!Cleric Level !! Spells
!Cleric Level !! Spells
|-
|-
|1st || ''[[spell:cause-fear|cause fear]]'', ''[[spell:hunters-mark|hunter's mark]]''
|1st || ''[[spell:armor-of-agathys|armor of agathys]]'', ''[[spell:fog-cloud|fog cloud]]''
|-
|-
|3rd || ''[[spell:branding-smite|branding smite]]'', ''[[spell:detect-thoughts|detect thoughts]]''
|3rd || ''[[spell:darkness|darkness]]'', ''[[spell:hold-person|hold person]]''
|-
|-
|5th || ''[[spell:dispel-magic|dispel magic]]'', ''[[spell:speak-with-dead|speak with dead]]''
|5th || ''[[spell:sleet-storm|sleet storm]]'', ''[[spell:slow|slow]]''
|-
|-
|7th || ''[[spell:banishment|banishment]]'', ''[[spell:locate-creature|locate creature]]''
|7th || ''[[spell:fire-shield|fire shield]]'', ''[[spell:ice-storm|ice storm]]''
|-
|-
|9th || ''[[spell:dispel-evil-and-good|dispel evil and good]]'', ''[[spell:flame-strike|flame strike]]''
|9th || ''[[spell:cone-of-cold|cone of cold]]'', ''[[spell:hold-monster|hold monster]]''
|}
|}


== Seeker of Apostates ==
== Bonus Proficiencies ==
''1st-level {{PAGENAME}} feature''
''1st-level {{PAGENAME}} feature''


You gain proficiency with martial weapons, thieves’ tools and two of the following skills of your choice: Arcana, Insight, Intimidation, Investigation, Persuasion, Sleight of Hand, Stealth, or Religion.
At 1st level, you gain proficiency with martial weapons and heavy armor.


== Fear and Surprise ==
== Biting Frost ==
''1st-level {{PAGENAME}} feature''
''1st-level {{PAGENAME}} feature''


Your god grants you the power to act suddenly in pursuit of your enemies. You can add your Wisdom modifier to your initiative rolls.
When you deal cold damage with a spell of 1st level or higher, you may apply one of the following additional effects to the spell:
 
* Your enemies' limbs go numb. Creatures that take damage from this spell have disadvantage on the next weapon attack roll they make before the end of their next turn.
* Your enemies begin to freeze in place. Creatures that take damage from this spell have their speed halved until the end of their next turn.
* Your enemies' teeth chatter incessantly. Creatures that take damage from this spell must succeed on a Constitution saving throw against your spell save DC or be unable to perform verbal components of spells until the end of their next turn.
* Your spell's temperature sinks even lower, a deep freeze dangerous even for beings acclimated to the cold. Creatures that take damage from this spell cannot benefit from resistance to cold damage from this casting of this spell.


== Channel Divinity: Cow the Unfaithful ==
== Channel Divinity: Bitter Casting ==
''2nd-level {{PAGENAME}} feature''
''2nd-level {{PAGENAME}} feature''


You can use your Channel Divinity to inspire awe or terror among enemies of your faith. As a bonus action on your first turn of combat you can present your holy symbol and invoke the name of your deity. All hostile creatures within 30 feet of you who can see you must succeed on a Wisdom saving throw or be frightened by you until the end of your next turn. A creature frightened in this way has a speed of 0. Creatures who are surprised when you use this ability have disadvantage on this saving throw.
You can use your Channel Divinity to alter your spells and infuse them with the power of your god. If a spell you cast would deal acid, fire, lightning, necrotic, or radiant damage, you can use your Channel Divinity to deal cold damage instead.


== Expose the Heretics ==
== Channel Divinity: Blessing of the Hearth ==
''2nd-level {{PAGENAME}} feature''
 
You can use your Channel Divinity to protect you and your allies from the harsh effects of arctic environments. As an action, you present your holy symbol and invoke your deity to bless you and your allies. A number of creatures within 5 feet of you ignore the effects of extreme cold (as described in [[beyond:sources/dmg/adventure-environments#ExtremeCold|chapter 5 of the ''Dungeon Master's Guide'']]) for the next 24 hours.
 
== Glacial Mantle ==
''6th-level {{PAGENAME}} feature''
''6th-level {{PAGENAME}} feature''


Your ability to inspire dread among enemies gains the power to end deceptions or illusions. Creatures which are frightened or charmed by you have disadvantage on checks made to deceive you or hide from you.
You are blessed by the arctic elements. You gain resistance to cold damage, and at the start of your turn, you are enveloped by a protective barrier of ice which gives you temporary hit points equal to half your cleric level (rounded up).
 
Additionally, you have advantage on checks and saving throws made to perceive or see through illusions, and you can cast ''[[spell:see-invisibility|see invisibility]]'' on yourself once without material components or expending a spell slot. Once you have cast the spell in this way, you can’t do so again until you complete a long rest.


== Divine Strike ==
== Divine Strike ==
''8th-level {{PAGENAME}} feature''
''8th-level {{PAGENAME}} feature''


You gain the ability to infuse your weapon strikes with divine energy. 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 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.
You gain the ability to infuse your weapon strikes with divine energy. 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.


== End Blasphemy ==
== Frozen Form ==
''17th-level {{PAGENAME}} feature''
''17th-level {{PAGENAME}} feature''


You can break the ties between an enemy and their magical power. As an action, choose a creature you can see within 60 feet of you. The creature must make a Wisdom saving throw. On a failed save, any spells on the target and any ongoing spells cast by the target end. Until the end of your next turn, the creature may not cast spells or use magical abilities or non-artifact magic items. Once you use this ability, you may not do so again until you finish a long rest.
Your affinity with frost has reached its peak. You gain immunity to cold damage and resistance to fire damage, and moving through difficult terrain composed of ice or snow doesn't cost you extra movement.


[[category:homebrew cleric subclasses]]
[[category:homebrew cleric subclasses]]

Revision as of 01:49, 7 February 2024

(OOC: This is an implementation of the Frost Domain subclass from Tasha's Crucible of Everything Else volume 2)

Base Class: Cleric

Gods of the cold and north, such as Auril, Iborighu, Thrym, and Ulutiu, are, like their element, often severe and demanding. These gods are not usually worshipped for their benevolence, but instead prey upon those who merely wish to survive the unforgiving tundra. Clerics to these gods may not be the warmest people, but they are often seen as saviors to northern settlements that rely on their blessings. These boons are not free though, and clerics of these gods may be sent to gather offerings in return for helping people survive.

Domain Spells

1st-level Frost Domain feature

You gain domain spells at the cleric levels listed in the Frost Domain Spells table. See the Divine Domain class feature for how domain spells work.

Frost Domain Spells
Cleric Level Spells
1st armor of agathys, fog cloud
3rd darkness, hold person
5th sleet storm, slow
7th fire shield, ice storm
9th cone of cold, hold monster

Bonus Proficiencies

1st-level Frost Domain feature

At 1st level, you gain proficiency with martial weapons and heavy armor.

Biting Frost

1st-level Frost Domain feature

When you deal cold damage with a spell of 1st level or higher, you may apply one of the following additional effects to the spell:

  • Your enemies' limbs go numb. Creatures that take damage from this spell have disadvantage on the next weapon attack roll they make before the end of their next turn.
  • Your enemies begin to freeze in place. Creatures that take damage from this spell have their speed halved until the end of their next turn.
  • Your enemies' teeth chatter incessantly. Creatures that take damage from this spell must succeed on a Constitution saving throw against your spell save DC or be unable to perform verbal components of spells until the end of their next turn.
  • Your spell's temperature sinks even lower, a deep freeze dangerous even for beings acclimated to the cold. Creatures that take damage from this spell cannot benefit from resistance to cold damage from this casting of this spell.

Channel Divinity: Bitter Casting

2nd-level Frost Domain feature

You can use your Channel Divinity to alter your spells and infuse them with the power of your god. If a spell you cast would deal acid, fire, lightning, necrotic, or radiant damage, you can use your Channel Divinity to deal cold damage instead.

Channel Divinity: Blessing of the Hearth

2nd-level Frost Domain feature

You can use your Channel Divinity to protect you and your allies from the harsh effects of arctic environments. As an action, you present your holy symbol and invoke your deity to bless you and your allies. A number of creatures within 5 feet of you ignore the effects of extreme cold (as described in chapter 5 of the Dungeon Master's Guide) for the next 24 hours.

Glacial Mantle

6th-level Frost Domain feature

You are blessed by the arctic elements. You gain resistance to cold damage, and at the start of your turn, you are enveloped by a protective barrier of ice which gives you temporary hit points equal to half your cleric level (rounded up).

Divine Strike

8th-level Frost Domain feature

You gain the ability to infuse your weapon strikes with divine energy. 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.

Frozen Form

17th-level Frost Domain feature

Your affinity with frost has reached its peak. You gain immunity to cold damage and resistance to fire damage, and moving through difficult terrain composed of ice or snow doesn't cost you extra movement.