Base Class: Cleric
Domain of Frost Features
1. Domain Spells 1st-level Domain of Frost feature
You gain domain spells at the cleric levels listed in the Domain of Frost Spells table. See the Divine Domain class feature for how domain spells work.
| Cleric Level | Spells |
|---|---|
| 1st | Ice Knife, Armor of Agathys |
| 3rd | Hold Person, Sleet Storm |
| 5th | Ice Storm, Wind Wall |
| 7th | Otiluke’s Resilient Sphere, Globe of Invulnerability |
| 9th | Cone of Cold, Wall of Ice |
Domain of Frost Spells
Here are additional ice-themed spells to complement the Domain of Frost:
1. Frostbolt 3rd-level evocation
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a piece of ice)
Duration: Instantaneous
A beam of cold energy shoots towards a creature you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 cold damage and must make a Constitution saving throw or have their speed reduced by 10 feet until the end of their next turn.
2. Arctic Fog 4th-level conjuration
Casting Time: 1 action
Range: 90 feet
Components: V, S, M (a drop of water)
Duration: Concentration, up to 1 hour
You create a dense, cold fog in a 20-foot radius sphere centered on a point you choose within range. The fog heavily obscures the area, and any creature that starts its turn in the fog takes 3d6 cold damage.
3. Winter’s Wrath 5th-level evocation
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a shard of ice)
Duration: Instantaneous
You unleash a wave of freezing cold that sweeps out from a point you choose within range. Each creature in a 20-foot radius must make a Constitution saving throw. On a failed save, a creature takes 6d10 cold damage and is paralyzed until the end of its next turn. On a successful save, the creature takes half damage and is not paralyzed.
4. Ice Spire 5th-level evocation
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a piece of crystal)
Duration: Concentration, up to 1 minute
You conjure a towering spire of ice at a point you can see within range. The spire is 40 feet high and deals 4d10 cold damage to all creatures in a 10-foot radius at the start of their turn. The area around the spire counts as difficult terrain.
5. Frostbite Prison 6th-level evocation
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a fragment of a glacier)
Duration: Concentration, up to 1 minute
You create a 15-foot cube of magical ice and frost. Creatures in the area must make a Constitution saving throw. On a failed save, creatures take 6d8 cold damage and are restrained. On a successful save, they take half damage and are not restrained. A restrained creature can repeat the saving throw at the end of each of its turns.
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Posted Jul 21, 20242. Frostbound Protection 1st-level Domain of Frost feature
You can use your Channel Divinity to invoke the power of frost to protect yourself and your allies.
Channel Divinity: Frostbound Shield
As an action, you present your holy symbol and call upon the power of winter to create a protective barrier of ice around yourself and your allies within 30 feet. For 1 minute, you and your allies within the barrier gain the following benefits:
3. Winter’s Grasp 2nd-level Domain of Frost feature
Your touch can now channel the cold of winter. You learn the Frostbite cantrip. When you cast this cantrip, the target has disadvantage on saving throws against the spell's effects.
Additionally, when you cast a spell of 1st level or higher that deals cold damage, you can choose to increase the damage of the spell by 1d6. You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses after a long rest.
4. Icebound Strikes 6th-level Domain of Frost feature
You can channel the power of frost into your weapon attacks. When you hit a creature with a weapon attack, you can use a bonus action to cause the attack to deal an extra 2d6 cold damage. The extra damage increases to 3d6 at 14th level.
Additionally, you can use your Channel Divinity to cause your weapon attacks to freeze your enemies. When you use your Channel Divinity: Frostbound Shield, you can choose to cause a creature that hits you with a melee attack to make a Constitution saving throw. On a failed save, the creature’s speed is reduced by 10 feet until the end of its next turn.
5. Glacial Armor 8th-level Domain of Frost feature
You can call upon the power of ice to protect yourself and your allies. As an action, you can create a shimmering coat of ice that lasts for 1 minute. Choose a number of creatures up to your Wisdom modifier (minimum of 1) within 30 feet. Each chosen creature gains temporary hit points equal to 2d10 + your cleric level and has resistance to cold damage.
Additionally, any creature that hits a protected creature with a melee attack takes cold damage equal to your Wisdom modifier.
6. Absolute Winter 17th-level Domain of Frost feature
You can unleash a powerful wave of freezing cold that washes over your enemies. As an action, you create an area of absolute winter in a 30-foot-radius sphere centered on a point you choose within 120 feet. The area remains for 1 minute and has the following effects:
Freezing Aura: All creatures in the area must make a Constitution saving throw. On a failed save, they take 8d10 cold damage and are slowed (speed halved) for the duration. On a successful save, they take half damage and are not slowed.
Snowblind: Any creature that starts its turn in the area must make a Constitution saving throw or be blinded until the end of their next turn. Creatures can repeat the saving throw at the end of each of their turns.
Icy Terrain: The ground in the area becomes covered in ice and snow, making it difficult terrain for all creatures.
Once you use this feature, you can’t use it again until you finish a long rest.