Base Class: Cleric
Clerics of the Frost Domain tend to be more secluded and introverted, hiding away in the snowy mountains or deep in the tundra. Never try to seek out one of these Clerics, for most of them tend to be very hostile and cold-shouldered.
Powerful Clerics of this domain have even been mistaken for ancient white dragons on occasion, for their effects at that level of mastery creates arctic landscapes wherever they travel, and can rival or even ascend above the power of the elemental creatures they're sometimes mistaken to be.
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 Spells
| Cleric Level | Spells |
| 1st | Grease, Ice Knife |
| 3rd | Mirror Image, Snilloc's Snowball Swarm |
| 5th | Sleet Storm, Slow |
| 7th | Ice Storm, Fire Shield |
| 9th | Cone of Cold, Hold Monster |
Bonus Proficiencies
At 1st level, you gain proficiency with martial weapons and heavy armor.
Chilling Touch
Also at 1st level, your touch is particularly icy.
You can use your action to turn any non-magical liquid that you are touching within 5 ft. of you to turn into solid ice. If you stand on a body of liquid, any non-magical liquid within 5 ft. of you turns into solid ice that is at least 5 inches thick. If you are ever more than 5 ft. away from the ice you create, it begins to rapidly melt over the course of one round until the liquid goes back to its original temperature. You cannot use this feature if you are submerged in liquid.
When you reach 8th level, this range increases to 10 ft., and the thickness can go up to 10 inches thick.
Channel Divinity - Sub-Zero
Starting at 2nd level, your Channel Divinity turns the space around you into an arctic landscape.
As an action, you can expend a use of your Channel Divinity to create a freezing cold sphere in a 30 ft. radius that is centered on you, and moves with you. Choose a number of creature equal to your Cleric level within this radius - the creature you choose have their movement speed halved, have disadvantage on Dexterity ability checks and saving throws, and whenever an affected creature rolls initiative, the total is decreased by 5.
This feature lasts a number of rounds equal to your Wisdom modifier (minimum 1 round).
Channel Divinity - Cryogenic
At 6th level, you can use your Channel Divinity to rapidly recover.
As a bonus action, you can choose to go into a cryogenic sleep-like state, covering you in a thick layer of ice. While in this state, your AC increases by 10, you fall Unconscious for up to a number of rounds equal to your Wisdom Modifier (minimum one round), and you gain a number of effects based on how long you stay Unconscious in the ice, as shown in the Cryogenic table. You can exit the ice early on your turn (no action required).
Cryogenic
| Rounds | Effects |
| 1 | You recover from up to three conditions/status effects other than being Unconscious. |
| 2 | You can expend and roll up to half of your available hit dice - you recover a number of hit points equal to the number rolled + your Constitution modifier. |
| 3 | You recover one 1st level spell slot. |
| 4 | You recover a number of spell slots with a combined level equal to one-fourth your Cleric level. (For example, if you are an 8th level cleric, you can recover two 1st-level spell slots, or one 2nd level slot, but not both.) |
| 5 | When this effect ends, you and any allies within 30 ft. of you gains a bonus to all weapon attacks, spell attacks, ability checks, and saving throws until the end of your next turn. This bonus is equal to your proficiency bonus. |
Frostbite
At 8th level, your extreme cold begins to linger on your targets.
When you damage a creature with a weapon attack or cantrip, you deal an additional 1d4 cold damage. When you reach 14th level, the extra damage increases to 2d4.
Absolute Zero
At 17th level, you have harnessed the elemental power of the cold and can bring temperatures down to almost impossible levels.
When you hit a creature with a spell attack that deals cold damage, you can choose to force that creature to make a Constitution saving throw (the DC of which equals 15 + the level of spell you cast) or be Paralyzed until the start of your next turn, as they are instantly frozen in place. Creatures with resistance to cold damage have advantage on their saving throw, and creatures immune to cold damage automatically succeed on this saving throw.
You can use this feature a number of times equal to your Wisdom modifier, and you regain any expended uses when you finish a long rest.
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