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.
Clerics of Boreas (for 5E)
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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.
* 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
How to download games on mac. 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. Calculator download mac.
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
Dmg limitless vs ozone. 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.
Originally Posted by RickAllison
Is there a thread where they've compiled and discussed those variant rules? I was looking at some of them for a new campaign..
In response to your request from another thread. I'll edit in from the other books once I get around to it, right now it's just the PHB and DMG. The DMG is practically all a discussion of different ways a campaign can be constructed or the game can be run, so there's a substantial number of optional rules and variant rules in there.Variant/Optional Rule Name (Book Page Number) PHB: Customizing Ability Scores (PHB 13) Human Traits (PHB 31) Criminal: Spy (PHB 130) Entertainer: Gladiator (PHB 131) Guild Artisan: Guild Merchant (PHB 133) Noble: Knight (PHB 136) ![]() Sailor: Pirate (PHB 139) Feature: Bad Reputation (PHB 139) Equipment Sizes (PHB 144) Multiclassing and Feats (PHB Chapter 6, pg 163-170) Skills with Different Abilities (PHB 175) Encumberance (176) Playing on a Grid (PHB 192) Warhorse Armor (PHB 310) DMG: Feywild Magic (DMG 50) Shadowfell Despair (DMG 52) Psychic Dissonance (DMG 59) Blessed Beneficence (DMG 59) Pervasive Goodwill (DMG 59) Overwhelming Joy (DMG 60) Dnd 5e DmgHunter's Paradise (DMG 60) Beast Transformation (DMG 60) 5e Dmg Magic Item TablesIntense Yearning (DMG 61)Immortal Wrath (DMG 61) Power of the Mind (DMG 61) Mad Winds (DMG 62) Abyssal Corruption (DMG 62) Prison Plane (DMG 63) Vile Transformation (DMG 63) Cruel Hindrance (DMG 63) D&d Dmg 5e PdfPervasive Evil (DMG 64) Bloodlust (DMG 66) Law of Averages (DMG 66) ![]() Imposing Order (DMG 66) Planar Vitality (DMG 67) Loyalty (DMG 93) Training to Gain Levels (DMG 131) More Difficult Identification (DMG 136) Mixing Potions (DMG 140) Scroll Mishaps (DMG 140) Wands that Don't Recharge (DMG 141) Flanking (DMG 251) Diagonals (DMG 252) Facing (DMG 252) Proficiency Dice (DMG 263) Ability Check Proficiency (DMG 263) Background Proficiency (DMG 264) Personality Trait Proficiency (DMG 264) Hero Points (DMG 264) New Ability Scores: Honor and Sanity (DMG 264) Fear and Horror (DMG 266) Healer's Kit Dependency (DMG 266) Healing Surges (DMG 266) Slow Natural Healing (DMG 267) Epic Heroism (DMG 267) Gritty Realism (DMG 267) Firearms (DMG 267) Explosives (DMG 267) Alien Technology (DMG 268) Plot Points (DMG 269) Initiative Score (DMG 270) Side Initiative (DMG 270) Speed Factor (DMG 270-271) Action Options (DMG 271-272) Hitting Cover (DMG 272) Cleaving Through Creatures (DMG 272) Injuries (DMG 272) Massive Damage (DMG 273) Morale (DMG 273) Spell Points (DMG 288) SCAG: Human Languages (SCAG, 112) Svirfneblin Magic (SCAG, 115) Half-Elf Variants (SCAG, 116) 5e Dmg FreeTiefling Variants (SCAG, 118) City Watch: Investigator (SCAG 145) Comments are closed.
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