Base Class: Cleric
Gods associated with the Frost Domain, such as Auril, Bahamut, or Ulutiu, typically have few clerics outside of arctic climates. Most of their worshipers hail from those frigid places, and they worship one of these gods to aid them in their travels and life in such a harsh climate. Others may take up this domain due to an experience with fire in the past that scarred them, and they wish to prevent flames and their destructive nature. Regardless of what brought them to this faith, clerics of the Frost Domain rarely get along with clerics of the Light or Blaze domains.
Blizzard Domain Spells
Blizzard Domain Spells
| 1st | armor of agathys, ice knife, ray of frost |
| 3rd | Rime's Binding Ice, warding wind |
| 5th | sleet storm, slow |
| 7th | fire shield (chill shield only), ice storm |
| 9th | cone of cold, maelstrom |
Bonus Proficiency.
When you choose this domain at 1st level, you gain proficiency with heavy armor and Martial weapons.
Arctic Nova.
Also at 1st level, as an action you can summon a frozen storm around you to a distance of 10 feet for the duration. This storm last for 1 minutes.
When an enemy enters the area for the first time on a turn or starts its turn there, it must make a Constitution saving throw. On a failed save, the creature's speed is reduced by 10 feet until the start of your next turn and takes cold damage equal to your proficiency bonus.
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.
Channel Divinity: Cold Snap
Starting at 2nd level, you can use your Channel Divinity to wield the power of ice with unchecked ferocity. As a bonus action you conjure 6 motes of ice, these motes persist for 10 minutes. While these motes exist they swirl about you making the area 5 feet around you Difficult Terrain.
When you conjure the motes, and as a bonus action on your subsequent turns while it lasts, you can make a ranged spell attack, hurling the icey motes at one creature within 60 feet of you. On a hit, the attack deals cold damage equal to 1d4 + your Wisdom modifier, if the target's movement speed is currently reduced this attack instead does 2d4 + your Wisdom modifier cold damage and you can move the target 5 feet as they are slid by the icey force.
Heart of Permafrost.
At 6th level, Your alliance with the cold grants you the following features.
- You gain resistance to cold damage.
- When you deal cold damage to a creature, you can also reduce its speed by 10 feet 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.
Wrath of the Blizzard.
Beginning at 17th level, whenever a creature you see deals damage to you, you can use your reaction to cast a cantrip that targets only that creature. Alternatively, force the creature to make a Dexterity saving throw. The creature takes 2d8 cold damage on a failed saving throw, and half as much damage on a successful one.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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12/27/2023 8:36:15 PM
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9
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2
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1.0
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Coming Soon
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