Base Class: Cleric
Gods of cold include Talos, The Devourer, Thrym, Ula and Uller. They value patience and hard, enduring work ethic. Their followers are varied from the humble farmer stocking up the larder to make it through the winter; to the rugged deckmate bundling up sails while sheets of snow and frigid water threaten to freeze him solid. These followers have the fortitude to accomplish the toughest of tasks in the worst conditions and keep pushing forward. They push their bodies to the limit seeking to find their breaking point. They are rewarded when they find it, with newfound strength, and a new appreciation for the harshness of the cold. Along with this enduring work ethic however, is their tendency to like to take things slowly. Often these followers are told they slow their friends and acquaintances down whether in decision making or in moments when quick action is of highest import. The old story of the Tortle and the Tabaxi rings true for the Cleric of the Cold Domain in that they will most often take the slower, safer route knowing they will reach their goal in due time.
Domain Spells
You gain domain spells at the cleric levels listed in the Cold Domain Spells table. See the Divine Domain class feature for how domain spells work.
Cold Domain Spells
CLERIC LEVEL | SPELLS |
---|---|
1st | armor of agathys, ice knife |
3rd | gust of wind, snilloc’s snowball swarm |
5th | sleet storm, slow |
7th | control water, ice storm |
9th | cone of cold, maelstrom |
Bonus Cantrip
When you choose this domain at 1st level, you gain the frostbite cantrip.
Winter Ward
Also at 1st level you can move across difficult terrain created by ice or snow without spending extra movement.
Additionally, you may use an action to extend an aura of cold around you, freezing the ground. While the aura is active, you become resistent to cold damage, the ground within 10ft of you becomes difficult terrain for up to 4 creatures of your choice and your cold spells deal an extra 1d6 damage to creatures within this aura. The aura lasts for one minute.
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.
For 24 hours after using this ability you are no longer negatively impacted by the effects of cold climates.
Channel Divinity: Frost Burn
Starting at 2nd level, you can use your Channel Divinity to summon unthinkable cold and unleash it upon your enemies.
When you roll cold damage, you can use your Channel Divinity to deal maximum damage, instead of rolling.
Chilled Blast
Starting at 6th level, when you deal cold damage you may also reduce the targets speed by 10ft until the start of your next turn.
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.
Improved Winter Ward
Starting at 17th level, you can withstand cold that would kill others and have improved your ability to radiate it. You are immune to cold damage if your Winter Ward is active.
The range of your Winter Ward increases to 30 feet, affects any number of creatures of your choice within it, and your spells that deal cold damage to targets within it deal an extra 2d6 cold damage.
Additionally, creatures affected by your Winter Ward have disadvantage on Dexterity checks and saving throws if they are not resistant or immune to cold damage.
Thanks for the comments, I am still tweaking this subclass. A note on the spells; since some of the subclass spells aren't in the Basic Rules I can't code them to populate on the character sheets. This is an intentional prevention feature that DDB has; they don't want users to be able to use spells that they haven't payed for and this is how they prevent that. There is no way around this; even if you own all of the content you still can't code non-Basic Rules spells into homebrew subclasses. Ideally they would have a way for us to only homebrew with things we have unlocked, and add homebrew to our collection if we have unlocked the base content, but that is not a feature they have now, and so far as I can tell its not on the list of updates. If/when they change their policy to allow us to use non-Basic Rules content in homebrew and share it publicly I will code the subclass spells so that they do populate. In the meantime, I think you can add the spells by just making a homebrew feat that grants the spells. Feel free to send them feedback on this, the more buzz there is about a feature the more important it is for them to develop. Have fun and thanks for checking out my content!
Hey man,
This is a great piece. However, it seems that the domain spells aren't coded properly. Is there any chance you could patch this for me and the others?
Thank you,
FrozenRanger
It seems the domain spells aren't coded correctly, they don't show up on the character sheet
I think the other one is the zeal cleric's ability? Which maximizes fire and thunder. With a meteor Swarm it is 120+20*6
I would make it something similar to the Evocation school's ability Overchannel. Even give it a rider effect like "any cold damage requires a save or be restrained by the ice" blah blah blah
Great feedback! Do you think it would be more balanced if it said:
"When you roll cold damage, you can use your Channel Divinity to reroll as many die as you like, one time each. You must take the new result."
Frostburn may be too powerful. The only similar ability is there tempest cleric's Destructive Wrath channel divinity feature. Their strongest lightning/thunder damaging spell is 10d8 damage (Shatter or Thunderwave at 9th level) for 80 damage. Cone of Cold scales up to 12d8 for 96 damage and has a pretty crazy rider on it.
Not game breaking but it is very strong.
Hey All! I’ll clean up the spells, etc once the new character sheet is out. Let me know what you think!