Base Class: Cleric
Domain Spells
At each indicated cleric level, add the listed spells to your spells prepared. They do not count towards your limit.
Ice Domain Spells
|
Cleric Level |
Spells |
|
1st |
armor of Agathys, ice knife, ice fingers |
|
3rd |
Rime's Binding Ice, Snilloc’s snowball swarm |
|
5th |
elemental weapon, sleet storm |
|
7th |
fire shield, ice storm |
|
9th |
cone of cold, hold monster |
This Class References ideas by Coofy, FitzLemur, and Tiefling_Cleric
Bonus Proficiencies
At 1st level, you gain proficiency with martial weapons and heavy armor.
Coldbane
Starting at 1st level when you chose this domain, you learn how to make sure your power of ice is potent. You know Ray of Frost cantrip, and it's a cleric spell for you. Additionally, any creature hit with a cantrip you cast loses resistance to cold damage if it has any, and if it has cold immunity, it gains cold resistance instead. This effect lasts for one minute.
Channel Divinity: Cold Snap
Starting at 2nd level, you can use your Channel Divinity to create a spiral of ice around you. As an action you present your holy symbol, and each hostile creature within 30 feet of you must make a Constitution saving throw. A creature takes cold damage equal to 1d6 plus your cleric level on a failed save, and is restrained by ice crystals for one minute. A creature can repeat the save on the end of each of their turns. On a successful save creatures take half as much damage, and are not restrained.
Frostbringer
Starting at 6th level, when you cast a spell that deals cold, you can add your Wisdom modifier to one damage roll of that spell. If that spell already adds your Wisdom modifier to the damage, you add additional half your Wisdom modifier instead.
Divine Strike
At 8 level, you gain the ability to infuse your weapon strikes with a freezing touch of ice. 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.
Deep Freeze
At 17 level, you can utilize the preservative powers of ice to great effect. As a reaction, you can encase yourself or another creature of size Large or smaller in ice. The creature is incapacitated and cannot move, in addition to one of the following effects:
- Protective: You use your reaction when the creature would take damage. The creature gains temporary hit points equal to 5 times your cleric level and immunity to non-magical bludgeoning, piercing, and slashing damage; this applies to the damage they would have taken before you froze them. While within this ice, the creature cannot die. The ice shatters or thaws when the temporary hit points are depleted.
- Punitive: You use your reaction when the creature would deal damage. The creature does not deal the damage it would have and takes 2d8 cold damage. While within this ice, the creature has vulnerability to bludgeoning, piercing, and slashing damage. The creature can attempt to break free at the start of each of its turns by making your choice of a Strength or Charisma saving throw. On a failed save, the creature takes 1d8 cold damage. On a successful save, the ice shatters or thaws.
You can also choose to shatter or thaw the ice as a bonus action. Once you use this feature, you can’t use it again until you’ve completed a long rest.
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