Cleric
Base Class: Cleric

While those who venerate the elements of nature for their life-giving or destructive capacity have great respect for the cold, those who follow gods of ice understand it has very unique qualities. Snow and frost are agents of preservation, of security and stability for those adapted to it, and impediment for those who aren’t dressed for the weather. Clerics who wield this power bring divine cold to wherever and whomever may need it. Deities of ice include Boreas, Skadi, Morana, and Ulutiu.

Domain Spells

Cleric Level

Spells

1st

armor of Agathys, ice knife

3rd

hold person, Snilloc’s snowball swarm

5th

elemental weapon, sleet storm

7th

fire shield, ice storm

9th

cone of cold, hold monster

Bonus Proficiency

When you choose this domain at 1 level, you gain proficiency with heavy armor.

Cool Disposition

Your affinity for the cold grants you certain benefits. At 1 level, you are no longer adversely affected by cold weather or difficult terrain caused by ice or snow. You also learn the frostbite cantrip, and it doesn’t count against the number of cantrips you can know.

Channel Divinity: Wintry Blast

Starting at 2 level, you can use your Channel Divinity to surround yourself in a sphere of frost and cold. For the next ten minutes, the area around you within a 15-foot radius becomes difficult terrain. Any creature who ends its turns within the radius takes cold damage equal to 1d8 + half your cleric level.

Heart of Frost

Starting at 6 level, your connection to the cold strengthens and grants you special abilities:

  • You gain resistance to cold damage.
  • When you deal cold damage, you can reroll any results of 1. You must take the second roll.

Divine Strike

At 8 level, you gain the ability to infuse your weapon strikes with a freezing touch of ice. 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.

Deep Freeze

At 17 level, you can utilize the preservative powers of ice to great effect. As a reaction, you can encase yourself or another creature of size Large or smaller in ice. The creature is incapacitated and cannot move, in addition to one of the following effects:

  • Protective: You use your reaction when the creature would take damage. The creature gains temporary hit points equal to 5 times your cleric level and immunity to non-magical bludgeoning, piercing, and slashing damage; this applies to the damage they would have taken before you froze them. While within this ice, the creature cannot die. The ice shatters or thaws when the temporary hit points are depleted.
  • Punitive: You use your reaction when the creature would deal damage. The creature does not deal the damage it would have and takes 2d8 cold damage. While within this ice, the creature has vulnerability to bludgeoning, piercing, and slashing damage. The creature can attempt to break free at the start of each of its turns by making your choice of a Strength or Charisma saving throw. On a failed save, the creature takes 1d8 cold damage. On a successful save, the ice shatters or thaws.

You can also choose to shatter or thaw the ice as a bonus action. Once you use this feature, you can’t use it again until you’ve completed a long rest.

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