Base Class: Cleric
A cold fueled by divine power flows through your magic, freezing everything your god deems enemy.
Frost Domain Spells
| Cleric Level | Spells |
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1st |
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3rd |
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5th |
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7th |
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9th |
Blessing of the Cold
When you choose this domain at 1st level, you receive the blessing of the cold.
- Colds Blessing: Gain cold resistance
- Choose to learn either frostbite or ray of frost.
- You ignore difficult terrain caused by ice and snow.
Disciple of Ice
Also starting at 1st level, your spells gain a deep reaching chill
- Disciple of Ice: Whenever your target fails a saving throw from your Ice spells, it becomes slowed.
- The targets speed is reduced by 10ft. for 1 round.
- This ability is additive with a spell's own speed reduction.
Channel Divinity: Frozen Tomb
Starting at 2nd level, you can use your Channel Divinity to freeze a target.
- Frozen Tomb: As an action, you stretch out your hand and recite a verse from the holy text.
- Target a creature within 10ft.
- It needs to make a strength saving throw to break off the growing ice. It can choose to fail the save.
- On success, it suffers from the effects of Disciple of Ice.
- On fail, it is completely frozen.
- A frozen creature is restrained, incapacitated, cannot move and cannot speak
- While frozen, it has resistance to fire damage and immunity against bludgeoning, slashing and piercing damage.
- It repeats the same saving throw on each of its turns.
- On success, it is not frozen anymore.
- While frozen, a creature doesn't age and is effectively frozen in time.
Deep Frost
Beginning at 6th level, your cold gains the quality of deep frost.
- Disciple of Ice: target needs to subtract a 1d4 on its dexterity saving throws.
- Cold Aura: Twice per short rest, you can radiate swirling mists of cold, within a 15ft. radius.
- The aura follows your position.
- If a creature enters the area, or starts its turn inside, it needs to make a constitution saving throw, equal to your spell save DC.
- On fail, it takes 2d6 cold damage.
- On success, nothing happens.
- Maximum duration is 1 minute.
- Disciple of Ice does not expire within the area, the creature needs to start its turn outside of it.
- The damage increases by 1d6 at level 11 (3d6) and 17 (4d6).
Elemental Transformation
At 8th level, ice starts to rime your body.
- Ice Transformation: Gain the ability to cast investiture of ice once per long rest.
- Gain advantage on saving throws against the ice element.
- Elemental Form: for the duration of investiture of ice, you are considered an elemental.
- As an elemental made out of ice and snow, you can enter a hostile creature's space and stop there.
Frozen Heart
Starting at 17th level, your blood, loses its warmth.
- Cold Blood: Constitution saving throws are increased by 5.
- Investiture of Ice gains another charge.
- Disciple of Ice: its effect can stack up to two times, on the same target. After the duration ends, it loses one stack.
- Frozen Heart: should you die, you turn into a block of ice instead.
- While frozen, you heal your classlevel hit points per round and wake up when you are fully healed.
- It only has 1 charge and resets at dawn.
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