Taking Bookings Now! Scheduling for new player/character building free!
Taking Bookings Now! Scheduling for new player/character building free!
The Last Rites domain studies the many customs and funeral rites of Talerand. Ensuring the respect in passing for the dead to the Tundra of the Lost. Yasefein provides safe passage to those who are worthy, through the Tundra and provides her Clerics with the means to assist those in the journey both before and after death.
From 1st level your domain grants you access to additional spells. These spells are always prepared, and it doesn't count against the number of spells you can prepare each day. .
1st: Fog Cloud, Frost Fingers
3rd: Lesser Restoration, Misty Step, Rime's Binding Ice
5th: Speak with Dead, Spirit Shroud
7th: Freezing Terrain
9th: Far Step, Cone of Cold
When you choose this domain at 1st level, you gain proficiency with glaives.
Your ties with the Tundra of the Lost grant you the ability to bolster your defenses while utilizing cold spells. You gain 1d6 + your Cleric level * 2 temporary hit points. These temporary hit points last for 1 minute.
In addition you are resistant to cold damage.
At level 3, as an action you cause any corpses within 30' to be affected with the Gentle Repose spell or honor the already fallen. When you provide the Rites of Passing you are granted an ability of your choice between Hoar Frosts Howling, Blade of the Guide, or Spirit of the Frozen. These effects last for 24 hours.
Hoar Frosts Howling: When you cast a leveled spell that deals cold damage, you may choose one additional creature within 30' of you to be affected by your Frost of the Tundra.
Blade of the Guide: You can sacrifice a spell slot to imbue a weapon you wield to deal cold damage instead of it's normal damage type for 1 minute. While this ability is in effect when you deal cold damage with a melee weapon you gain the effects of Frost of the Tundra, and any creature struck by your weapon has the chilled condition. If a target is struck by a second effect that causes chill, they must roll a Constitution saving throw against your spell DC or be afflicted with the frozen condition.
Spirit of the Frozen: You grant all allies within 30' of you resistance to cold damage until your next long rest and you become immune to cold
Beginning at 6th level, when you finish a long rest you may choose between Warrior of Frost and Guide of the Lost.
Warrior of Frost: You may substitute your Wisdom modifier for you attack and damage rolls with melee weapons. Additionally you may use a bonus action to teleport to a creature you can see within 60' that is afflicted with the chilled/frozen condition. When attacking a creature you have afflicted with the chilled/frozen condition, you roll twice the amount of damage die.
Guide of the Lost: When a creature drops to 0 hit points within 60' of you, you may use a reaction to draw their spirit and guide it to the afterlife. Doing so allows you to create a 20' X 5' wall of ice. creatures within 5' of the wall must succeed a Constitution saving throw vs. your spell DC or be afflicted with the frozen condition. This wall is transparent has 20 hit points per 5' section and an AC of 10. The wall is vulnerable to fire damage and gains temporary hit points equal to half of any cold damage it receives. You may only have one wall at any time.
At 8th level, 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.
Starting at 17th level, as a bonus action you can activate a snowstorm created by your spirit encircling your body. This storm is a 30' sphere that heavily obscures you but does not affect your allies visually and lasts for 1 minute. Hostile creatures within the snowstorm must roll a constitution saving throw against your spell DC or be afflicted with the frozen condition. You may attack any number of creatures within the snowstorm as a an action as long as they are frozen. Additionally, any cold spells you cast at creatures while in the snowstorm have disadvantage on their saving throws and ignore any resistances or immunities to cold.
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