Base Class: Cleric
Winters are often harsh, and the frozen gales of snow and ice that come with it can sometimes bring swift death. Deities that preside over it are often cruel or harsh, as cold and unfeeling as the blizzards they personify. Some clerics of this domain invocate their ice-born power into peaceful serenity, fractal artistry, or even divine mercy, praying to their deities for milder winters and plentiful game. Others of a more evil persuasion may embrace the cold itself, praying for the harshness of the ice to freeze out all life in the surrounding area. In truth, ice is neither good nor evil. It is simply another obstacle in life. Another test of a mortal's perseverance and will. How a cleric of frost handles this information is up to them, and to their god's divine will. Whatever their motives may be, the worshipers of these gods of ice and snow are known for their natural fortitude and divine acuity in their spellcasting. Deities of this domain include Auril, Ulutiu, Thrym, Skaði, Boreas, Khione, Ao Shun, and Rellavar Danuvien.
| Cleric Level | Feature |
|---|---|
| 1st | Domain Spells, Bonus Proficiency, Chilled Soul |
| 2nd | Channel Divinity: Touch of Rime |
| 6th | Flash-Freeze |
| 8th | Divine Strike (1d8) |
| 14th | Divine Strike (2d8) |
| 17th | Winter's Ire |
Domain Spells
You gain domain spells at the cleric levels listed in the Frost Domain Spells table. See the Divine Domain class feature for how domain spells work.
Frost Domain Spells
| CLERIC LEVEL | SPELLS |
|---|---|
| 1st | armor of agathys, ice knife |
| 3rd | misty step, snilloc’s snowball swarm |
| 5th | sleet storm, slow |
| 7th | ice storm, stoneskin |
| 9th | cone of cold, hold monster |
Bonus Proficiency
When you choose this domain at 1st level, you gain proficiency with heavy armor.
Chilled Soul
At 1st level, you learn your choice of either the frostbite or the ray of frost cantrip, which doesn’t count against the number of cleric cantrips you know. Additionally, you gain resistance to cold damage.
Channel Divinity: Touch of Rime
Starting at 2nd level, you can use your Channel Divinity to freeze your enemies, slowing their movements.
As an action, you present your holy symbol and invoke the name of your deity, forcing each hostile creature within 30 feet of you to make a Constitution saving throw. On a failure, a creature's speed is reduced by half, and it makes Dexterity saving throws at disadvantage. The creature can repeat this saving throw at the end of each of its turns, ending the effects on itself on a success.
Flash-Freeze
Starting at 6th level, you can cause frost to rapidly cover creatures on the battlefield, impeding their maneuverability or boosting their defenses. When you deal cold damage to a hostile creature within 30 feet of you, you can use your reaction to mark that creature with a fractal rune of ice until the start of your next turn. While marked, this creature cannot take any reactions. Creatures with immunity to cold damage are not affected by this trait.
Alternatively, you can choose to instead bestow a number of temporary hit points equal to your cleric level to a friendly creature within 5 feet of the creature you marked.
You can use this ability a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a short or long rest.
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with the icy power of winter. 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.
Winter's Ire
At 17th level, your divine connection has been tempered with the strength of a blizzard. When creatures fail the saving throw against your Touch of Rime feature, they are dealt cold damage equal to 2d6 + your cleric level, and half as much damage on a successful one. They are dealt an additional 1d6 + your cleric level cold damage on additional failed saving throws to end the effect.
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