Clerics
The priests of Thule venerate many different deities. Some such as Mithra or Ishtar represent civilizing influences, and their priests are important figures in Thule’s city-states. Others, such as Cthulhu or Tsathoggua, are monstrously alien entities whose goals are completely inimical to humankind. Between these two extremes are deities who embody the savage wilderness that makes up so much of the primeval continent—grim powers of ice, rage, and destruction. Few priests of the civilized peoples remember the brutal gods their ancestors once worshiped, but the old ways still linger among Thule’s barbarian tribes.
These barbaric deities hold sway over divine domains not commonly found in more civilized worlds: the domains of Cold and Fury. Thulean deities appropriate for these domains include:
Cold: Ithaqua, Tarhun, Tiamat, Tsathoggua
Fury: Cthulhu, Herum, Nergal, Shub-Niggurath
A new divine domain: Cold Domain
While Thule has its steaming jungles and roiling volcanoes, other parts are cloaked in winter the year round. Especially among the continent’s northern and eastern denizens, the cold itself has a mythic, divine power. Clerics with the Cold domain tap into the power of the polar wastes to freeze foes in place, build structures of ice, and summon blizzards that extinguish light and life. At best, clerics of Cold deities are taciturn and unfeeling priests who demand respect for their grim gods; at worst, they are madmen bent on invoking endless winter over all the world.
Cold Domain Spells:
1st lvl cleric: fog cloud, shivering cold*
3rd lvl cleric: gust of wind, spike growth (cold terrain only)
5th lvl cleric: ice claw*, sleet storm
7th lvl cleric: hallucinatory terrain (cold terrain only), ice storm
9th lvl cleric: cone of cold, glacial bulwark*
Frostwalk (1st level): Ice, snow, and other cold-related terrain is never considered difficult terrain for you, because you have a preternatural sense of traction. Other factors such as debris or vegetation might slow you down, but ice and snow do not.
Involuntary Shiver (1st level): As a combat reaction, you can force a living creature within 30 feet making an attack against you to shiver with a sudden chill. The attacker has tactical disadvantage on the attack you are reacting to. You can use Involuntary Shiver a number of times per day equal to your Wisdom modifier (minimum of one).
Ice Slick (2nd level): You can use your Channel Divinity feature to create ice within a 10-foot radius centered on a point you designate within 60 feet. The ice is slippery and counts as difficult terrain. The ice lasts as long as ordinary ice would; depending on the adventure site, that could be seconds to years.
Bone-Chilling Cold (6th level): Your flesh and
bones are perpetually chilled, granting you resistance to cold damage and tactical advantage on saving throws against fire effects. Once per day as a bonus action, you can transfer the Bone-Chilling Cold to an ally within 60 feet for 1 minute. During this time, you lose the benefits of this ability.
Ice Strike (8th level): You can infuse your weapon with frigid cold. Once per turn when you hit a creature with a weapon attack, you can deal an extra 1d8 cold damage if you hit. When you reach 14th level, the extra damage increases to 2d8 cold damage.
Heart of Ice (17th level): You are immune to cold damage, and you have resistance to fire damage. Once per day as a bonus action, you can create a protective aura of deadly cold for 1 minute on either yourself or an ally within 60 feet of you. While active, any creature that hits the protected creature with a melee attack takes 2d8 cold damage, and must make a Constitution save or suffer 1 level of exhaustion.
A new divine domain: Fury Domain
Gods of fury are primal, bloodthirsty deities venerated by primitive peoples. They demand brutal sacrifices and grant savage strength to those who worship at their crude stone altars, delighting in the bloody strife that ensues. Clerics who serve gods of Fury aspire to lead the warriors of their tribes into battle, driving them to overwhelm enemies with sheer ferocity. Around the council-fires, Fury clerics are keepers of tribal traditions, urging their fellows to reject civilization and place their trust in the old ways.
Fury Domain Spells:
1st lvl cleric: heroism, mark of guarding*
3rd lvl cleric: backbiter shield*, mark of might*
5th lvl cleric: bloodlust cloud*, fear
7th lvl cleric: baleful mark*, stoneskin
9th lvl cleric: contagious madness*, hold monster
Bonus Proficiency (1st level): You are proficient with martial weapons.
Inspirational Fury (1st level): As a bonus action, choose one enemy you can see within 30 feet of you. Until the beginning of your next turn, any of your allies who make a weapon attack against the enemy you chose have tactical advantage on their attack rolls. You can use this feature a number of times per day equal to your Wisdom modifier (minimum one).
Furious Effort (2nd level): You can use your divine channeling to drive your allies onward in the face of failure. When an ally within 30 feet of you misses with a weapon attack, you can use a combat reaction and expend a use of divine channeling to shout a prayer of encouragement, granting your ally another weapon attack against the same target he or she just missed.
Aura of Fury (6th level): By your mere presence, you encourage your allies to fight harder. Add your Wisdom modifier (minimum one) to the damage dealt when you or an ally within 10 feet of you score a critical hit. In addition, you or your ally can remove 1 level of exhaustion or heal damage equal to your Wisdom modifier.
Furious Strike (8th level): Once per turn when you hit a creature with a weapon attack, you can deal an extra 1d8 damage to the target. The type of the damage is the same as the damage type of the weapon you use. At 14th level, the extra damage increases to 2d8.
Renewed Fury (17th level): Your healing spells fill the recipient with renewed zeal for battle. Whenever you cast a spell that provides at least 1 hit point of healing to a creature, the recipient of the spell gains tactical advantage on weapon attacks and gains immunity to becoming frightened until the beginning of your next turn.
A new divine domain: Cosmic Domain
The Cosmic domain deals with the mortal struggle to understand the infinite reaches of space and time. Gods of the cosmos are often among the oldest and most cryptic of the beings belonging to a pantheon, and are frequently described as outsiders or predecessor figures with little interest in mortal affairs. In many cases, they are not even considered deities. They have few worshipers, and are most often sought out by mortals seeking guides or oracles who can lead them to the deep secrets of existence—an impious and reckless ambition at best. In Thule, gods of the Cosmic domain generally consist of Great Old Ones who offer terrible knowledge in exchange for the service of their mortal pawns.
Cosmic Domain Spells:
1st lvl cleric: color spray, feather fall
3rd lvl cleric: levitate, see invisibility
5th lvl cleric: blink, hypnotic pattern
7th lvl cleric: confusion, dimension door
9th lvl cleric: summon mi-go*, passwall
Secret Knowledge (1st level): When you choose this domain, you learn dancing lights and ray of frost. You also learn the Arcana skill.
Uncontrolled Perception (1st level): You can muddle the perceptions of attackers by giving them, disorienting visions of other realities. When a creature hits you with a melee attack, you can use your combat reaction to cause the creature to make an Intelligence save. On a failed save, the creature becomes disoriented until the end of its next turn. While disoriented, the creature has tactical disadvantage on attack rolls and ability checks (but not saving throws). You can use this feature a number of times equal to your Wisdom modifier (minimum one) per day.
Turn Extraterrenes (2nd level): You can use
divine channeling to rebuke creatures with the extraterrene subtype. As an action, you brandish your holy symbol and invoke your cosmic patron. Each extraterrene creature within 30 feet of you must make a Wisdom save. If the creature fails the save, you turn it for 1 minute (or until it takes any damage).
Sphere of Adaptation (6th level): You can use
divine channeling to survive alien or hostile environments. As an action, you cause the environment within 10 feet of you to become tolerable for as long as you concentrate, up to 1 hour. Creatures in the area ignore environmental conditions of extreme cold, extreme heat, high altitude, and poor air quality while they remain in the area. (They do not actually gain resistance to cold or fire, or the ability to survive vacuum.)
Potent Ray (8th level): Add your Wisdom modifier to the damage you deal with ray of frost.
Starry Wisdom (17th level): You gain resistance to psychic damage, and you cannot become charmed or confused (for example, by the confusion spell).
A new divine domain: Ophidian Domain
Ophidian Domain Spells:
1st lvl cleric: serpent fingers*, speak with animals (reptiles only)
3rd lvl cleric: backbiter curse*, ray of enfeeblement
5th lvl cleric: enthrall, feign death
7th lvl cleric: hold monster, polymorph (reptiles only)
9th lvl cleric: cloudkill, snake swarm*
Bonus Proficiency (1st level): You are proficient with heavy armor.
Master of Venom (1st level): You have resistance to poison damage. In addition, you can create poison from materials at hand. You can create one dose of poison per day, and each dose you create must be used within three days or else it loses its potency (so, you normally have three doses of poison on hand). It takes an action to apply a dose of poison to a weapon (or three pieces of ammunition), and an envenomed weapon remains poisoned for one minute. A creature hit by a weapon coated in your poison must make a Constitution save or take 2d4 poison damage (4d4 poison damage if you are 10th level or higher).
Charm Reptiles (2nd level): You can use divine channeling to charm reptilian animals and monsters. As an action, you display your holy symbol and invoke your deity. Each reptilian creature within 30 feet of you must make a Wisdom save. If the creature fails its saving throw, it is charmed for 1 minute or until it takes damage. While it is charmed, it is friendly to you and your allies. A creature with an Intelligence of 2 or less remains friendly to you after the charm wears off, although if you injure it the effect ends. Reptilian creatures include animals that are reptiles, dragons, reptilian humanoids such as troglodytes and serpentmen, and monsters that are reptilian or part reptile (for example, basilisks, chimeras, medusas, and salamanders).
Serpent's Eyes (6th level): You gain darkvision to a range of 60 feet. If you already have darkvision, the range of your darkvision increases to 120 feet.
Poison Strike (8th level): You can infuse your
weapon strikes with poison. Once per turn when you hit a creature with a weapon attack, you can deal an extra 1d8 poison damage to the target with that attack. At 14th level, the poison damage increases to 2d8.
Serpent Shape (17th level): You can use your action to magically assume the form of a snake. This functions like the druid’s wild shape ability, except that you are limited to the following forms: constrictor snake, giant constrictor snake, poisonous snake, giant poisonous snake, and snake swarm. You can use this ability twice, then you must rest to regain two more uses of Serpent Shape.