The stars of Pash-Mara
The frozen tundras of the North are an inhospitable place for all but those with the stoutest constitutions. Living on the tundra requires more than just cunning and a pile of warm furs. Although resources are scarce, those who survive this barren landscape do so by banding together for mutual benefit. Greed and deception will quickly find a person ostracized from the basic necessities of food and shelter. Decisions must be made carefully and deliberately, as one rash mistake will spell almost certain death. Clerics of the Tundra Domain embody all of these principles, and the favor they curry with the Gods of the North is the key to most of the sustainable settlements that dot the frozen land.
Clerics of the Tundra Domain might be followers of Auril, Ulaa, Dunatis, Skadi, Odin, and The Crone.
Tundra Domain Spells
Cleric Level Spells
1st Armor of Agathys, Ice Knife
3rd Gust of Wind, Snilloc’s Snowball Swarm
5th Elemental Weapon, Sleet Storm
7th Elemental Bane, Ice Storm
9th Cone of Cold, Control Winds
1st Level: Frost Acolyte
At 1st level, you learn either Frostbite or Ray of Frost as Cleric cantrip. The cantrip you don’t select can be selected as a Cleric cantrip when you would learn an additional cantrip from leveling up.
1st Level: Hoarfrost
When attacked by a creature you can see within 30 ft, you can use your reaction to chill the attacker. The attacker makes a Constitution save against your spell save DC. On a successful save, their movement speed is halved. On a failed save, their movement speed is reduced to 0 and they can not take reactions until the start of their next turn. You can use this feature a number of times equal to your Wisdom modifier (minimum of one). You regain all expended uses when you finish a long rest.
Creatures with immunity to cold damage are not affected by this ability, and a creature with resistance to cold damage makes their saving throws with advantage.
2nd Level: Channel Divinity: Flash Freeze
As an action, present your Holy Symbol and call upon the wrath of your deity. This ability affects creatures with a number of HP equal to your Wisdom Modifier times 3 times your Cleric Level. Starting with the creature with the lowest number of HP and ascending until the total has been reached, each creature must make a Constitution save equal to your Cleric spell save. On a successful save, the creature is knocked prone. On a failed save, the creature becomes frozen, and is restrained and unable to take actions. The creature repeats this saving throw at the end of each of its turns and any time it takes damage, and is frozen for one minute or until it succeeds on this saving throw. Creatures with immunity to cold damage are not affected by this ability, and a creature with resistance to cold damage makes their saving throws with advantage.
6th Level: Improved Hoarfrost
Starting at 6th level, you can use your Hoarfrost feature when a creature you can see within 30 feet of you attacks a creature other than you.
Blessing of the North8th Level:
You add your wisdom modifier to any cold damage you deal with a cleric cantrip. In addition you have resistance to cold damage.
17th Level: Harbinger of Winter
Starting at 17th level, targets affected by your Hoarfrost ability are also vulnerable to Cold damage. In addition, you can summon bitter-cold winds around you. As an action, you surround yourself with a cylinder of howling winds, 40 feet tall with a 20 foot radius, centered on you. The cylinder moves with you and lasts for 1 minute, or until you end it. Ranged attacks made against targets within this area have disadvantage. In addition, any creature other than you that starts its turn in the area is buffeted by the wind and chilled to their bones, taking 2d8 Bludgeoning damage and 4d6 Cold damage. Once you use this feature, you cannot use it again until you finish a long rest.