Base Class: Cleric
In the beginning all was cold. Heat brought life, but all heat fades and the Great Frost will reclaim all. Clerics of the Frost Domain help all prepare for the oncoming Great Frost and shepherd those who have lost their heat, their life, as we all must one day.
Bonus Proficiencies
At 1st level, you gain proficiency with war pick, warhammer, and heavy armor.
Bonus Cantrip
You can learn the Ray of Frost
Shield of Ice
As a reaction when you or an ally within 30 ft of you take damage that would reduce their hitpoints to zero, you can entomb the target in ice, which melts away at the end of your next turn.
The target gains 10 temporary hit points per cleric level, which take as much of the triggering damage as possible. Immediately after the target takes the damage, they gain vulnerability to fire damage, their speed is reduced to 0, and they are incapacitated. These effects, including any remaining temporary hit points, all end when the ice melts.
You can use this one per long rest, unless you expend a spell slot of any level to use it again
Channel Divinity: Frost's Entropy
Starting at 2nd level, you can use your Channel Divinity as bonus action to slow down your enemies with the inevitable frost.
When you use this bonus action, for the next minute any time a creature takes cold damage from one of your spells or abilities reduce their speed in half. If the spell/ability would already reduce their speed, first reduce their speed in half then apply the spell affects.
Example: While this active, if you hit a creature with a movement speed of 30 ft with a ray of frost, first cut their movement by half (15 ft) then subtract the 10 (5 ft)
Frozen Earth
At 6th level, when you can use your reaction to create a thick magic frost on the ground within 15 ft of you making it difficult terrain for anyone but you until the end of your next turn.
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.
Emissary of the Frost
Starting at 17th level, you can use your action to activate an aura of frost that lasts for 1 minute or until you dismiss it using another action. The air 60 ft around you drops below freezing. Enemies inside the aura begin to shiver uncontrollably and have disadvantage on attack rolls as well as dexterity based skills and saving throws.
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