Cleric
Base Class: Cleric

You have trained to unlock hidden feelings of connection with nature. You understand what cold winters are, whether they are about destruction, like hailstorms and blizzards, or peace and beauty, like soft snowfall or exquisite snow-covered landscapes. You also know the reason for ice being in the list of elements and its position at FrostFell. Ice now adds more to what makes you, you. Some gods of frost include, Auril, Skadi, Talos, Thrym and Ullr.

Frost Domain Spells

Cleric Level

Spells

1st

Armor of Agathys, Ice Knife

3rd

Rime’s Binding Ice, Snilloc’s Snowball Swarm

5th

Sleet Storm, Wall of Water

7th

Ice Storm, Watery Sphere

9th

Cone of Cold, Maelstrom

 

Bonus Proficiency

When you choose this domain at 1st level you learn one cantrip of your choice out of Shape Water, Ray of Frost or Frostbite and gain proficiency with martial weapons. Also, frozen temperatures, frigid water, slippery ice and thin ice don't affect you.

Spreading Frost

Also at 1st level, you can make the temperature drop for a moment then change it back.

At will, you can change the temperature to below freezing focused on one point that you can see to, for example, put out all the fires in that area. This lasts for 5 seconds at the most then returns to the normal temperature. You may use this feature several times equal your wisdom modifier, as normal, a minimum of once. You regain all expended uses when you finish a long rest.
  (You can not use this ability on a creature.)

Channel Divinity: Warding Frost

Starting at 2nd level, you can use your Channel Divinity to activate a protective ward of ice.

Whenever you are attacked, you can use your reaction to spread frost as soon as the attack touches you. The frost spreads all over the creature's body and deals 2d8 cold damage. The creature also must make a Wisdom saving throw against your spell save DC or be frightened from you for 1 minute. The frost cannot be removed from the creature until 1 minute after using the reaction but the ice moves with the creature allowing it to move around. 

Path of Snow

At 6th level, you can choose up to 6 willing creatures to have no effect in difficult terrain in snowy environments and can get across slippery and thin ice for 1 hour. Once you use this ability, you can't do so again until you finish a short or long rest.
In addition, you can use a bonus action to teleport into a space up to 30ft in front of you, if you can see it and if you are in cold environments. You can use this feature a number of times equal to your proficiency bonus, you regain all expended uses when you finish a long rest.

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.

Area of Frost

At 17th level, you can freeze multiple targets in a wide area.

As an action on your turn, you can send a chill racing through a 100ft sphere. All creatures that are hostile to you must make a Constitution saving throw against your spell save DC. If they fail the throw they take 4d8 cold damage and freeze for 5 minutes; becoming restained and incapacitated. If they succeed they are not frozen and take half as much damage. You may use this feature a number of times equal to your proficiency bonus, and regain all expended uses after completing a short or long rest.

In addition, you gain immunity to cold damage.

Previous Versions

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