Base Class: Cleric
For those who follow a deity of the cold or frost, rather than just of nature or storms.
Bonus Proficiencies
At 1st level, you learn the Druidcraft cantrip which counts as a Cleric spell for you. You also gain proficiency with martial weapons, and proficiency in the Nature or Survival skill.
Cold Shoulder
When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Constitution saving throw. The creature takes 2d8 cold damage on a failed saving throw and cannot take reactions until the end of your next turn. On a successful save the creature takes half damage and can still take reactions as normal.
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: Frozen Solid
Starting at 2nd level, you can use your Channel Divinity to attempt to seal a large or smaller sized creature inside a block of ice. As an action you target a creature within 30ft. The target creature must pass a Strength saving throw or be frozen inside the block of ice for a minute.
Whilst frozen inside the ice the creature is considered to be paralyzed. At the end of each of its turns the target can make another Strength saving throw to break free (this saving throw is exempt from the standard effect of the paralyzed condition). On a success, the effect ends on the target and it breaks out of the ice.
If the effect lasts the full minute then the ice melts away and the target gains two levels of exhaustion due to prolonged exposure to the ice. Creatures who are immune to cold damage suffer no exhaustion, whilst those with resistance to cold damage only suffer a single level of exhaustion.
Soul of Frost
Starting at 6th level, your mastery over the cold grants you special abilities:
- You gain resistance to cold damage.
- Difficult terrain caused by snow or ice doesn’t slow you.
- You have advantage on saving throws against spells dealing cold damage and natural effects related to the cold or ice.
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.
Master of Frost
At 17th level you add the Wall of Ice spell to your list of domain spells and gain immunity to cold damage.
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