As you can imagine from my dramatic title I have tried and failed at making some homebrews I just dont have the skills and mainly the patience to make subclass homebrews. I know I know I suck! but i'd love if someone who actually is skilled actually create it.
The idea I have is for Cleric Frost Domain, how I have planed/written it is more along the lines if my cleric was a follow of Auril but ideadly I kinda would like it to apply to any God/godess who rule over winter, ice, cold, preservation, and endurance I kind just want it to feel like if it was just the polar opposite (pun in tended) of the Light Domain. anyway im rabbling below I will post class feat and details:
"Winter is not gentle. It does not nurture, forgive, or forget.
The gods of the Frost Domain teach that cold is truth—a force that strips away weakness, halts decay, and preserves what endures. To freeze is not merely to kill, but to silence, to still, and to claim. Mercy melts. Suffering lingers.
Clerics of the Frost Domain are not wardens of nature’s balance, nor protectors of the meek. They are harbingers of inevitability, spreading divine cold through blade, prayer, and storm. Each spell freezes blood and breath alike, reminding the living that warmth is temporary.
For some deities, frost represents endurance and survival. For others—such as Auril, the Frostmaiden—it is cruelty perfected."
Frost Domain — Class Features
Cleric Subclass
Frost Domain Spells
3rd-Level Frost Domain Feature
You gain domain spells at the cleric levels listed in the Frost Domain Spells table. These spells are always prepared and don’t count against the number of spells you can prepare.
Frost Domain Spells
1st Level:armor of agathys, ice knife
3rd Level:snilloc’s snowball swarm, hold person
5th Level:sleet storm, hunger of hadar
7th Level:ice storm, blight
9th Level:cone of cold, destructive wave (cold and necrotic damage only) (or any other ice and some necrotic damage spells that would also work)
Cruel Winter
3rd-Level Frost Domain Feature
Auril’s cold does not restrain — it punishes.
You gain resistance to cold damage.
Once on each of your turns, when you deal cold damage to a creature, you deal extra cold damage equal to your Wisdom modifier (minimum of 1).
In addition, a creature damaged by one of your cold spells can’t regain hit points until the start of your next turn.
Channel Divinity: Absolute Zero
3rd-Level Frost Domain Feature
You can use your Channel Divinity to inflict Auril’s merciless chill.
As a Magic action, you present your holy symbol and choose one creature you can see within 30 feet of you. The creature must make a Constitution saving throw.
Failure: The creature takes cold damage equal to 3d10 + your cleric level and gains one level of Exhaustion.
Success: The creature takes half as much damage and doesn’t gain Exhaustion.
If the creature already has one or more levels of Exhaustion, it instead takes an additional 2d10 cold damage on a failed save.
Blessing of Bitter Ice
6th-Level Frost Domain Feature
Auril preserves pain and reflects it outward.
Whenever you gain temporary hit points, you can choose one creature you can see within 10 feet of you. That creature takes cold damage equal to your Wisdom modifier (minimum of 1).
In addition, when armor of agathys deals damage to a creature, it deals additional cold damage equal to your cleric level.
Divine Strike: Frozen Wrath
10th-Level Frost Domain Feature
Auril favors the moment of breaking.
Once on each of your turns, when you hit a creature with a weapon attack or deal cold damage with a cleric spell, you can cause the target to take extra cold damage.
The extra damage is 2d8. If the target is below half its hit point maximum, the extra damage increases to 3d8 .
Avatar of the Ice Age
14th-Level Frost Domain Feature
You become winter given form.
As a Bonus Action , you manifest Auril’s divine winter for 1 minute. While this form lasts, you gain the following benefits:
You are immune to cold damage.
Your cold damage ignores resistance to cold damage.
When a creature of your choice starts its turn within 15 feet of you, it takes 2d10 cold damage.
When a creature within 15 feet of you drops to 0 hit points, you gain temporary hit points equal to your Wisdom modifier + your cleric level.
Once you use this feature, you can’t use it again until you finish a Long Rest, unless you expend a use of Channel Divinity to use it again.
I know its a lot to ask but if you did read it all and are to able to make this thanks again!
You definitely need to make this domain more exciting. Currently, basically all it does is damage, and no one will want to use it. You should add some movement reducing effects, or anything else that fits the theme. Maybe something wind-based.
OK so this is my second draft. I have added a little more to to make not just a damage build subclass hopefully this is step in the better direction, appreciate any feedback on it!
Frost Domain Spells
3rd-Level Frost Domain Feature
You gain domain spells at the cleric levels listed below. These spells are always prepared and don’t count against the number of spells you can prepare.
Frost Domain Spells
1st Level: sleep, ice knife,
3rd Level: gust of wind, snilloc’s snowball swarm
5th Level: sleet storm, hunger of hadar
7th Level: ice storm, blight
9th Level: cone of cold, enervation
Cruel Winter
3rd-Level Frost Domain Feature
Your magic carries a killing chill that worsens with time.
You gain resistance to cold damage.
Once on each of your turns, when you deal cold or necrotic damage to a creature, you can apply Cruel Winter to that creature until the start of your next turn. While Cruel Winter, the creature suffers the following effects:
Its speed is reduced by 10 feet
It can’t take the Dash action
If a creature already affected by Cruel Winter is affected by it again, its speed is instead reduced to 0 until the end of its next turn. You also gain the cantrip Ray of Frost.
Channel Divinity: Absolute Zero
3rd-Level Frost Domain Feature
You unleash a killing whiteout that freezes flesh and spirit.
As a Magic action, you present your holy symbol and choose a point you can see within 30 feet. Each creature within the 30-foot-radius sphere must make a Constitution saving throw.
Failure: The creature takes 2d10 + your cleric level cold damage, gains one level of Exhaustion, and has its speed reduced to 0 until the end of its next turn.
Success: The creature takes half as much damage, and its speed is reduced by 10 feet until the end of its next turn.
Enduring Winter
6th-Level Frost Domain Feature
The cold does not pass quickly.
When a creature starts its turn within the area of one of your Frost Domain spells or while affected by Cruel Winter, it takes cold damage equal to your Wisdom modifier (minimum of 1).
If the creature starts its turn with its speed reduced to 0, it instead takes 2d6 cold damage.
In addition, the first time each turn a creature takes this damage while Exhausted, it gains one additional level of Exhaustion (maximum once per turn).
You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a Long Rest.
Divine Strike: Weight of Winter
10th-Level Frost Domain Feature
Your magic presses down like endless snowfall.
Once on each of your turns, when you hit a creature with a weapon attack or deal cold or necrotic damage with a cleric spell, you deal an extra 1d8 cold damage.
If the target has one or more levels of Exhaustion or its speed is currently reduced, the extra damage increases to 2d8.
Avatar of the Ice Age
14th-Level Frost Domain Feature
You become the heart of an unstoppable storm.
As a Bonus Action, you assume a divine blizzard form for 1 minute. While this form lasts, you gain the following benefits:
You are immune to cold damage.
Your cold damage ignores resistance to cold damage.
Enemies of your choice within 20 feet have their speed reduced by 10 feet.
When a creature starts its turn within the aura, it takes 2d10 cold damage.
If a creature starts its turn in the aura while its speed is 0, it gains one level of Exhaustion.
When a creature gains Exhaustion in this aura, you can choose another creature in the aura to have its speed reduced to 0 until the end of its next turn.
Once you use this feature, you can’t use it again until you finish a Long Rest, unless you expend a use of Channel Divinity to use it again
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Hello all,
As you can imagine from my dramatic title I have tried and failed at making some homebrews I just dont have the skills and mainly the patience to make subclass homebrews. I know I know I suck! but i'd love if someone who actually is skilled actually create it.
The idea I have is for Cleric Frost Domain, how I have planed/written it is more along the lines if my cleric was a follow of Auril but ideadly I kinda would like it to apply to any God/godess who rule over winter, ice, cold, preservation, and endurance I kind just want it to feel like if it was just the polar opposite (pun in tended) of the Light Domain. anyway im rabbling below I will post class feat and details:
"Winter is not gentle.
It does not nurture, forgive, or forget.
The gods of the Frost Domain teach that cold is truth—a force that strips away weakness, halts decay, and preserves what endures. To freeze is not merely to kill, but to silence, to still, and to claim. Mercy melts. Suffering lingers.
Clerics of the Frost Domain are not wardens of nature’s balance, nor protectors of the meek. They are harbingers of inevitability, spreading divine cold through blade, prayer, and storm. Each spell freezes blood and breath alike, reminding the living that warmth is temporary.
For some deities, frost represents endurance and survival.
For others—such as Auril, the Frostmaiden—it is cruelty perfected."
Frost Domain — Class Features
Cleric Subclass
Frost Domain Spells
3rd-Level Frost Domain Feature
You gain domain spells at the cleric levels listed in the Frost Domain Spells table. These spells are always prepared and don’t count against the number of spells you can prepare.
Frost Domain Spells
(or any other ice and some necrotic damage spells that would also work)
Cruel Winter
3rd-Level Frost Domain Feature
Auril’s cold does not restrain — it punishes.
You gain resistance to cold damage.
Once on each of your turns, when you deal cold damage to a creature, you deal extra cold damage equal to your Wisdom modifier (minimum of 1).
In addition, a creature damaged by one of your cold spells can’t regain hit points until the start of your next turn.
Channel Divinity: Absolute Zero
3rd-Level Frost Domain Feature
You can use your Channel Divinity to inflict Auril’s merciless chill.
As a Magic action, you present your holy symbol and choose one creature you can see within 30 feet of you. The creature must make a Constitution saving throw.
If the creature already has one or more levels of Exhaustion, it instead takes an additional 2d10 cold damage on a failed save.
Blessing of Bitter Ice
6th-Level Frost Domain Feature
Auril preserves pain and reflects it outward.
Whenever you gain temporary hit points, you can choose one creature you can see within 10 feet of you. That creature takes cold damage equal to your Wisdom modifier (minimum of 1).
In addition, when armor of agathys deals damage to a creature, it deals additional cold damage equal to your cleric level.
Divine Strike: Frozen Wrath
10th-Level Frost Domain Feature
Auril favors the moment of breaking.
Once on each of your turns, when you hit a creature with a weapon attack or deal cold damage with a cleric spell, you can cause the target to take extra cold damage.
The extra damage is 2d8.
If the target is below half its hit point maximum, the extra damage increases to 3d8 .
Avatar of the Ice Age
14th-Level Frost Domain Feature
You become winter given form.
As a Bonus Action , you manifest Auril’s divine winter for 1 minute. While this form lasts, you gain the following benefits:
Once you use this feature, you can’t use it again until you finish a Long Rest, unless you expend a use of Channel Divinity to use it again.
I know its a lot to ask but if you did read it all and are to able to make this thanks again!
You definitely need to make this domain more exciting. Currently, basically all it does is damage, and no one will want to use it. You should add some movement reducing effects, or anything else that fits the theme. Maybe something wind-based.
Hmm this very true I already started re doing some of it after posting, I will repost for more feed back!
OK so this is my second draft. I have added a little more to to make not just a damage build subclass hopefully this is step in the better direction, appreciate any feedback on it!
Frost Domain Spells
3rd-Level Frost Domain Feature
You gain domain spells at the cleric levels listed below. These spells are always prepared and don’t count against the number of spells you can prepare.
Frost Domain Spells
Cruel Winter
3rd-Level Frost Domain Feature
Your magic carries a killing chill that worsens with time.
You gain resistance to cold damage.
Once on each of your turns, when you deal cold or necrotic damage to a creature, you can apply Cruel Winter to that creature until the start of your next turn. While Cruel Winter, the creature suffers the following effects:
If a creature already affected by Cruel Winter is affected by it again, its speed is instead reduced to 0 until the end of its next turn.
You also gain the cantrip Ray of Frost.
Channel Divinity: Absolute Zero
3rd-Level Frost Domain Feature
You unleash a killing whiteout that freezes flesh and spirit.
As a Magic action, you present your holy symbol and choose a point you can see within 30 feet. Each creature within the 30-foot-radius sphere must make a Constitution saving throw.
Enduring Winter
6th-Level Frost Domain Feature
The cold does not pass quickly.
When a creature starts its turn within the area of one of your Frost Domain spells or while affected by Cruel Winter, it takes cold damage equal to your Wisdom modifier (minimum of 1).
If the creature starts its turn with its speed reduced to 0, it instead takes 2d6 cold damage.
In addition, the first time each turn a creature takes this damage while Exhausted, it gains one additional level of Exhaustion (maximum once per turn).
You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a Long Rest.
Divine Strike: Weight of Winter
10th-Level Frost Domain Feature
Your magic presses down like endless snowfall.
Once on each of your turns, when you hit a creature with a weapon attack or deal cold or necrotic damage with a cleric spell, you deal an extra 1d8 cold damage.
If the target has one or more levels of Exhaustion or its speed is currently reduced, the extra damage increases to 2d8.
Avatar of the Ice Age
14th-Level Frost Domain Feature
You become the heart of an unstoppable storm.
As a Bonus Action, you assume a divine blizzard form for 1 minute. While this form lasts, you gain the following benefits:
Once you use this feature, you can’t use it again until you finish a Long Rest, unless you expend a use of Channel Divinity to use it again