Base Class: Cleric
Gods of snow and winter - such as Auril, Cailleach, Thrym, Boreas, Uller, and Skadi - can often be regarded as indifferent or cruel, as their biting winds and snow offer no mercy to those caught in the storm. Clerics of the Frost domain, however, offer protection from the chilling influence of the deities they worship. Often serving as guides through snowy expanses or rescuers in mountaintop blizzards, these clerics will offer prayer and service in exchange for safety, guidance, and shelter from their gods. They excel at protecting their allies and bolstering their resilience.
Frost Domain Spells
You gain domain spells at the following cleric levels:
1st level: absorb elements, ice knife
3rd level: aid, hold person
5th level: protection from energy, slow
7th level: death ward, ice storm
9th level: cone of cold, greater restoration
Blessing of Frost
1st-level Frost Domain feature
At 1st level, you learn the cantrip frostbite. This counts as a cleric cantrip for you and does not count against the number of cleric cantrips you know. You also gain proficiency in your choice of either the Nature or Survival skills.
Proficiency in Nature
You gain proficiency in the Nature skill.
Proficiency in Survival
You gain proficiency in the Survival skill.
Bonus Proficiency
1st-level Frost Domain feature
Also at 1st level, you gain proficiency with heavy armor.
Channel Divinity: Shelter from the Storm
2nd-level Frost Domain feature
You can use your Channel Divinity to protect your allies from the cold.
As an action, you present your holy symbol, and an aura of warmth radiates from you. This aura has a 30 foot radius centered on you and lasts for 1 minute or until you become incapacitated. Creatures you choose gain resistance to cold damage and have advantage on Constitution saving throws while in this aura. For the duration, you can use a bonus action on your turn to grant one creature in the aura temporary hit points equal to your cleric level.
Winds of Winter
6th-level Frost Domain feature
You can use the frigid winds to help you reach those in need. When you cast an abjuration spell or a spell that restores hit points on your turn, you can also move up to 15 feet as part of the same action. The spell must be 1st level or higher. You can move either before or after you cast the spell, and this movement does not provoke an attack of opportunity.
Divine Strike
8th-level Frost Domain feature
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.
Improved Shelter
17th-level Frost Domain feature
Your Channel Divinity becomes even more effective at protecting your allies. All allies within your Shelter from the Storm aura now have immunity to cold damage. In addition, your aura provides one of the following effects:
- All allies in your aura gain a +2 bonus to their AC.
- All allies in your aura gain resistance to one damage type of your choice: acid, fire, lightning, or thunder.
You choose which effect applies applies to your aura each time you use your Channel Divinity.
Previous Versions
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