Cleric
Base Class: Cleric

A cold fueled by divine power flows through your magic, freezing everything your god deems enemy.

Frost Domain Spells

Blessing of the Cold

When you choose this domain at 1st level, you receive the blessing of the cold.

Disciple of Ice

Also starting at 1st level, your spells gain a deep reaching chill

  • Disciple of Ice: Whenever your target fails a saving throw from your Ice spells, it becomes slowed.
  • The targets speed is reduced by 10ft. for 1 round.
  • This ability is additive with a spell's own speed reduction.

Channel Divinity: Frozen Tomb

Starting at 2nd level, you can use your Channel Divinity to freeze a target.

  • Frozen Tomb: As an action, you stretch out your hand and recite a verse from the holy text.
  • Target a creature within 10ft.
  • It needs to make a strength saving throw to break off the growing ice. It can choose to fail the save.
  • On success, it suffers from the effects of Disciple of Ice.
  • On fail, it is completely frozen.
  • A frozen creature is restrained, incapacitated, cannot move and cannot speak
  • While frozen, it has resistance to fire damage and immunity against bludgeoning, slashing and piercing damage.
  • It repeats the same saving throw on each of its turns.
  • On success, it is not frozen anymore.
  • While frozen, a creature doesn't age and is effectively frozen in time.

Deep Frost

Beginning at 6th level, your cold gains the quality of deep frost.

  • Disciple of Ice: target needs to subtract a 1d4 on its dexterity saving throws.
  • Cold Aura: Twice per short rest, you can radiate swirling mists of cold, within a 15ft. radius. 
  • The aura follows your position.
  • If a creature enters the area, or starts its turn inside, it needs to make a constitution saving throw, equal to your spell save DC.
  • On fail, it takes 2d6 cold damage.
  • On success, nothing happens.
  • Maximum duration is 1 minute.
  • Disciple of Ice does not expire within the area, the creature needs to start its turn outside of it.
  • The damage increases by 1d6 at level 11 (3d6) and 17 (4d6).

Elemental Transformation

At 8th level, ice starts to rime your body.

  • Ice Transformation: Gain the ability to cast investiture of ice once per long rest.
  • Gain advantage on saving throws against the ice element.
  • Elemental Form: for the duration of investiture of ice, you are considered an elemental.
  • As an elemental made out of ice and snow, you can enter a hostile creature's space and stop there.

Frozen Heart

Starting at 17th level, your blood, loses its warmth.

  • Cold Blood: Constitution saving throws are increased by 5.
  • Investiture of Ice gains another charge.
  • Disciple of Ice: its effect can stack up to two times, on the same target. After the duration ends, it loses one stack.
  • Frozen Heart: should you die, you turn into a block of ice instead.
  • While frozen, you heal your classlevel hit points per round and wake up when you are fully healed.
  • It only has 1 charge and resets at dawn.

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