Base Class: Cleric
Gods of Ice, storm, and Winter promote the ideals of control and purity, truth, vigilance, perseverance, preservation, and beauty, often using the symbol of the moon. Some of these gods are portrayed as the moon itself or the winters first snow fall. Some are deities of beauty, artistry, or gift giving who teach that art is a vehicle for the soul’s improvement. Others, are fickle, harsh dieties, who either prefer quiet contemplation or to bring about the suffering of others or to weed out the weak and brittle from society. Clerics of a god of frost can be lovers of the beauty of a snowfall or possibly even avitars of the icy bitterness that is the winter. Some who follow the frost gods march tirelessly and relentlessly withstanding any storm or obstacle in their way while others are warm and lighthearted adventurers who simply want to help those in need doing things like saving people from the icy bitterness that is the northern winters.
Frost Domain Spells
| Cleric Level | Spells |
|---|---|
|
1st |
Fog Cloud, Grease |
|
3rd |
Gentle Repose, Snow Storm |
|
5th |
Sleet Storm, Slow |
|
7th |
Resilient Sphere, Ice Storm |
|
9th |
Cone of Cold, Hold Monster |
Winter's Training
When you choose this domain at 1st level, you gain proficiency with martial weapons and learn both the spare the dying, and the ray of frost cantrip if you do not already know them and they do not count against your cantrips known
Cloak of Ice
Starting when you choose this domain at 1st level, you can use your action to surround yourself with a magical aura that looks like shards of ice. The aura extends 10 feet from you in every direction, but not through total cover. It lasts up to 1 minute or you dismiss it as a bonus action.
While the aura is active, any hostile creature that starts or ends its turn in the aura takes cold damage equal to your Wisdom modifier (minimum of 0 damage).
While the aura is active you have resistance to fire damage.
Once you use this feature, you can’t use it again until you finish a long rest.
Channel Divinity: Dome of Ice
Starting at 2nd level, you can use your Channel Divinity to create a shield of ice around you to protect you from harm.
As a reaction when you take damage, you can create a dome of ice around yourself, which melts away at the end of your next turn. You gain 5 temporary hit points per cleric level, which take as much of the triggering damage as possible. Immediately after you take the damage, you gain vulnerability to fire damage, your speed is reduced to 0, and you are incapacitated. These effects, including any remaining temporary hit points, all end when the ice melts.
Improved Cloak of Ice
Starting at 6th level, your ability to create snow around you improves.
You can use your cloak of ice feature up to 2 times long rest and while the cloak of ice is active, you have resistance to cold damage, The aura extends to 15 feet and the ground within the aura is difficult terrain for creatures who are hostile towards you.
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with frost — a gift from your deity. 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.
Snow Clone
At 17th level, you gain the ability to create a snow clone of yourself or one of winter's allies. As an action, you shape a snow clone of either yourself, an Abominable Yeti (see monster manual) or a frost salamander (see Mordenkainen’s Tome Of Foes) the clone lasts for 1 hour, or until you lose your concentration (as if you were concentrating on a spell). The clone appears in an unoccupied space that you can see within 30 feet of you. As a bonus action on your turn, you can move the clone up to 30 feet to a space you can see, but it must remain within 120 feet of you. The clone is a creature, partially real and formed from ice or snow, is considered a construct, and it can take actions and otherwise be affected as a normal creature. It appears to be the same as the original, but it has half the creature’s hit point maximum and is formed without any equipment and it cannot cast or concentrate on spells or gain class levels or use Snow Clone. Otherwise, the clone uses all the statistics, attacks, and abilities of the creature it duplicates.
The clone is friendly to you and creatures you designate. It obeys your spoken commands, moving and acting in accordance with your wishes and acting on your turn in combat. The clone lacks the ability to learn or become more powerful, so it never increases its level or other abilities, nor can it regain expended spell slots.
Once you use this feature, you cannot do so again until you finish a long rest. If you use this feature while you already have a snow clone active the original dissolves and the new one is reformed in a different location than the first.
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