Seekergeek
2018-12-05, 11:36 AM
So my fire-rite blood hunter/light cleric just picked up what should have been a pretty minor flaw which renders her terrified of fire. Kind of crippling. She also turned evil. However, rather than make me retire the character my DM has allowed me to essentially re-spec from the ground up becoming sort of possessed by/become a worshiper of a specific far realm entity. I have to retain my feat (shield mastery) and stats (10 STR, 16 Dex, 14 Con, 10 Int, 18 Wis, 6 Cha)
Without spoilers, we've settled on tweaking the tempest domain changing the focus from thunder and lightning to cold and necrotic. Given my stat spread, I'm likely to shift focus from finesse fighting to ranged casting.
We lost our cleric in the last session and he'll be rolling up a monk, beside that we have an EK, a Lore Bard and myself. We're level 7.
This is what we've come up with, and we'd love an objective opinion ahead of next session. Our alternative idea is to re-fluff the twilight druid from UA with an explicit focus on just the cold and the odd necrotic spell. I felt that could work really well, particularly if one were to reflavour the wildshape and summons as taking on or conjuring gross far-realm forms...No home-brew required there.
Cleric Level Spells
1st Armour of Agathys, Grease
3rd Darkness, Misty Step
5th Hunger of Hadar, Sleet Storm
7th Dimension Door , Ice Storm
9th Cone of Cold, Enervation
Bonus Proficiencies
At 1st level, you gain proficiency with martial weapons and heavy armour. Sacred Flame is replaced by Ray of Frost on your spell list.
Wrath of the Void
Also at 1st level, you can icily rebuke attackers. When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw. The creature takes 2d8 cold or necrotic damage (your choice) on a failed saving throw, and half as much damage on a successful one.
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Channel Divinity: Frostrime Wrath
Starting at 2nd level, you can use your Channel Divinity to wield the power of the Star of Ice and Hate with unchecked ferocity.
When you roll cold or necrotic damage, you can use your Channel Divinity to deal maximum damage, instead of rolling.
Icy Strike
At 6th level, when you deal cold damage to a Large or smaller creature, you can also push it up to 10 feet away from you.
Divine Strike
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.
Starborn
At 17th level, you have a flying speed equal to your current walking speed whenever you are not underground or indoors.
Without spoilers, we've settled on tweaking the tempest domain changing the focus from thunder and lightning to cold and necrotic. Given my stat spread, I'm likely to shift focus from finesse fighting to ranged casting.
We lost our cleric in the last session and he'll be rolling up a monk, beside that we have an EK, a Lore Bard and myself. We're level 7.
This is what we've come up with, and we'd love an objective opinion ahead of next session. Our alternative idea is to re-fluff the twilight druid from UA with an explicit focus on just the cold and the odd necrotic spell. I felt that could work really well, particularly if one were to reflavour the wildshape and summons as taking on or conjuring gross far-realm forms...No home-brew required there.
Cleric Level Spells
1st Armour of Agathys, Grease
3rd Darkness, Misty Step
5th Hunger of Hadar, Sleet Storm
7th Dimension Door , Ice Storm
9th Cone of Cold, Enervation
Bonus Proficiencies
At 1st level, you gain proficiency with martial weapons and heavy armour. Sacred Flame is replaced by Ray of Frost on your spell list.
Wrath of the Void
Also at 1st level, you can icily rebuke attackers. When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw. The creature takes 2d8 cold or necrotic damage (your choice) on a failed saving throw, and half as much damage on a successful one.
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Channel Divinity: Frostrime Wrath
Starting at 2nd level, you can use your Channel Divinity to wield the power of the Star of Ice and Hate with unchecked ferocity.
When you roll cold or necrotic damage, you can use your Channel Divinity to deal maximum damage, instead of rolling.
Icy Strike
At 6th level, when you deal cold damage to a Large or smaller creature, you can also push it up to 10 feet away from you.
Divine Strike
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.
Starborn
At 17th level, you have a flying speed equal to your current walking speed whenever you are not underground or indoors.