Base Class: Cleric
The Frost domain taps into the elemental power of ice and winter, a fundamental force in the cosmic order that commands the very essence of chill. Deities presiding over this domain wield the freezing energy to shape the world, fostering resilience in the face of adversity and enforcing the unyielding dominance of frost. The patrons of frost promote the preservation of the icy sanctity through summoning spectral frost guardians, casting spells that freeze adversaries in awe, and safeguarding sacred spaces where the air resonates with the sublime energy of winter. Virtually any non-evil deity may lay claim to the influence of the Frost domain, with a particular affinity for deities associated with cold, frost, and winter itself, including those governing Arctic domains, gods of elemental power (such as Auril, Khione, and Kuraokami), and those revered for their dominion over the frozen realms (such as Thrym, Ulutiu, and Morozko).
Bonus Proficiency
When you choose this domain at 1st level, you gain proficiency with heavy armor.
Aquatic Prowess
Starting at first level your swimming speed increases to 25 feet and the time you can hold your breath under water doubles. The swimming speed increases to 50 feet at level 11.
Channel Divinity: Frost Armor
Starting at second level you can use your channel divinity to choose up to three creatures within 30 feet to gain a temporary frost aura strengthening and protecting them, you and the creatures gain temporary hit points equal to three times your level. While being protected by this aura you can expend a reaction to raise their AC by 2.
Blade of the Winter
Reaching 6th you gain magical resistance to all cold damage and the ability to use your channel divinity to empower the strikes of up to a number of creatures equal to your wisdom modifier for 1 minute or until you loose your concentration. For the duration all attacks with a meelee weapon done by that creature gain a bonus of 1d6 cold damage. The damage increases to 2d6 at level 15
Frozen Guardian
At 8th level you can use your bonus action to expend a spell slot to summon a humanoid being made of ice with an appearance of a knight and you can use you an bonus action to command it either to heal 1d6 times the spell slot expended to another player or attack a creature within 5 feet of it having a to hit equal to you proficiency bonus + your wisdom modifier doing 2d4 + your wisdom modifier. You can choose to use your reaction to protect a creature within 5 feet of it, increasing their AC by the level of the spell slot expended. The hit points of an Frozen guardian are equal to your level + you wisdom modifier and it's walking speed is 30 feet. Commanding a Frozen guardian to move doesn't cost anything. You cannot have more than one frozen guardian at a time. Having a Frozen guardian needs consentration.
Frozen guardian
At 17th level, after summoning a Frozen Guardian, you can expend a use of your channel divinity to make a Frozen Titan, a combination of you and your Frozen Guardian to make an Ice Elemental. You´ll have this transformation for 1 minute (Ten rounds) and you´ll need a long rest to regain that ability. During the minute, you´ll gain advantage on all strength checks and saving throws, you can add +3 in your AC and your size increases by one size during this transformation. While in this form your unarmed strikes have a to hit equal to your proficiency bonus + strength modifier + wisdom modifier and do 2d6 + strength modifier bludgeoning damage and 2d4 + your wisdom modifier cold damage. After the minute ends, you´ll be back to normal and you cannot summon a Frozen guardian and neither use the Frozen Titan until you finish a long rest.
Previous Versions
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