Base Class: Cleric
There is a haunting grace to those who practice within the halls of the Frozen Hand monastery, and it suits them. Snow, Ice & Sleet have a deadly beauty to them, and those that can wield their potential should be respected, and feared. Snow and frost are agents of preservation, of security and stability for those adapted to it, and impediment for those who aren’t dressed for the weather. Clerics who wield this power bring divine cold to wherever and whomever may need it.
Bonus Proficiencies
At 1st level, you gain proficiency with martial weapons.
Wrath of the Cold
Also at 1st level, you can icyly 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 1d6 cold damage 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.
This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Channel Divinity: Frozen Wrath
Starting at 2nd level, you can use your Channel Divinity to wield the power of the ice with unchecked ferocity.
When you roll cold damage, you can use your Channel Divinity to deal maximum damage, instead of rolling.
Ice 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.
Cold Strength
Your AC increases by +2 whenever you are in cold climates, including when immersed in cold waters as your outer layers harden to the colder elements.
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