Base Class: Cleric
Few clerics revere the deities of frost, as winter and cold are often killers of livestock, crops, and even men. However, there are some who recognize its necessity and revere such deities for their harsh beauty and power. The three most common deities of this domain are Talos, Melora, and Auril, but there are many others.
Frost Domain Spells
| Cleric Level | Spells |
|---|---|
| 1st | Ice Knife, Armor of Agathys |
| 3rd | Ray of Enfeeblement, Snilloc's Snowball Swarm |
| 5th | Sleet Storm, Water Walk |
| 7th | Ice Storm, Watery Sphere |
| 9th | Cone of Cold, Maelstrom |
Winter Acolyte
At 1st level, you begin to learn the subtle, holy might of winter, and of the power its magic contains. You learn your choice of either the Frostbite or Ray of Frost cantrip. When you would otherwise learn a cleric cantrip after first level, you may instead choose to learn a cantrip you have not already chosen from this feature. Any cantrip you choose from this feature is a cleric cantrip for you. In addition, you take no penalties and suffer no damage from cold environments and weather.
Chilling Criticals
Also at 1st level, when you make a critical hit on an attack, the target is granted disadvantage on Dexterity skill checks and saving throws until the end of your next turn. This ability has no effect on creatures with immunity or resistance to cold damage.
Channel Divinity: Cold Snap
Beginning at 2nd level, you can use your Channel Divinity to wreath those who oppose you in the fury of winter, instantly freezing them in place.
As an action you may present your holy symbol and call upon the wrath of your deity. One creature within 60 feet of you must make a Constitution saving throw against your spell save DC. If it fails the creature becomes frozen and is unable to take actions. The creature repeats its saving throw at the end of each of its turns, and is frozen for one minute or until it succeeds on its saving throw.
Creatures with immunity to cold damage are not affected by this ability, and a creature with resistance to cold damage makes their saving throws with advantage when targeted by this ability.
Rime
Starting at 6th level, you can rime with frost those who would dare strike you or your allies. When a creature you can see within 30 feet of you attacks you or any other creature, you may use your reaction to chill the attacking creature with a torrent of arctic power, slowing their movements and draining their fortitude.
Until the end of the affected creature’s next turn, its movement speed is halved and the first Strength, Dexterity, or Constitution saving throw the creature makes is made with disadvantage. This ability has no effect on creatures with immunity or resistance to cold damage.
You can use this feature a number of times equal to your wisdom modifier (minimum of 1) You regain all expended uses when you finish a long rest.
Additionally, your attacks and spells (but not abilities and class features) ignore cold resistance.
Blessing of Snows
At 8th level, you gain the ability to infuse your weapon strikes or spells with the frozen ire of your god. Choose one of the following options:
- You add your Wisdom modifier in cold damage to the damage you deal with any cleric cantrip.
- 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.
Blizzard
Starting at 17th level, you can unleash the might of your deity in a powerful flurry of ice and snow, engulfing your foes in a raging snowstorm. As an action, you may begin concentrating and conjure a blizzard, centered in a point you can see within 120 feet, which occupies a 40 foot tall cylinder with a 30 foot radius.
The area the blizzard occupies is heavily obscured. Creatures starting their turn within the blizzard must make a Constitution saving throw against your spell save DC. If a creature fails, it is subjected to your Rime feature without you expending any uses. Creatures with resistance or immunity to cold damage are not affected by Rime.
The blizzard lasts for one minute, until you lose concentration, or until you dismiss it as no action. Once you use this ability, you must take a long rest before you can use it again.
While this blizzard is active, you can use your action each round to remove the effects of Rime on a creature that failed the save.
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