Cleric Domain: Frost v2.0

Frost Domain

In the world of Solaire, two of the Gods of the Arcturian Pantheon can grant their clerics the power of the frost domain. There are those who worship Melora, the Untamed, who channel her control over snowstorms and blizzards in the furthest northern reaches of the world.

There are also those who worship the Raven Queen, the Fatespinner, and act as her front line. As the Goddess of Winter, some of her worshippers are granted powers not based on her control of death and fate, but of the darkest and coldest season of the year. These clerics use ice and frost to bring a bitter end to the undead.

In either case, Clerics of the Frost domain specialize in stopping their enemies dead in their tracks, controlling the battlefield and protecting their allies from the advances of their foes. They understand the harshness of the world and aim to harness that power for their own means.

Frost Domain Spells

Cleric Level Spells 1st false life, ice knife 3rd hold person, snilloc's snowball swarm 5th sleet storm, slow 7th freedom of movement, ice storm 9th commune with nature, hold monster

Bonus Proficiencies

At 1st level, you gain proficiency with martial weapons and heavy armour.

Biting Cold

Also at 1st level, your deity's dominon over the cold offers you a supernatural resistance. You gain resistance to cold damage.

Additionally, your control of cold can stop enemies in their tracks. When a creature you can see enters a space within 5 feet of you, you can use your reaction to force them to make a Constitution saving throw against your spell save DC. On a failure, the creature takes 1d8 cold damage, and their speed is reduced to 0 until the end of your next turn.

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: Winter's Wrath

Starting at 2nd level, you can use your Channel Divinity to wield the power of ice and snow to great effect.

When you roll cold damage, you can use your Channel Divinity to deal maximum damage, instead of rolling.

Channel Divnity: Glacial Grasp

At 6th level, you can use your Channel Divinity to encase your enemies in ice.

As an action, you can choose a number of creatures up to your Wisdom modifier (minimum of one) within 30 feet of you. Each creature you choose must make a Constitution saving throw.

On a failed save, the creature becomes restrained by the ice that encases them. The next time they are hit with an attack, they automatically take 3d8 cold damage and are no longer restrained as the ice that held them shatters. This damage happens in addition to any damage done by the attack. As an action, a creature may make a Strength (athletics) check against your spell save DC to escape. Otherwise, the ice melts after 1 minute.

The damage a creature takes increases to 4d8 at 11th level, and 5d8 at 17th level.

Divine Strike

Starting 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.

Winter's Champion

At 17th level, you gain immunity to cold damage and resistance to necrotic damage. Cold temperatures have no effect on you, and you can move normally through difficult terrain caused by ice and snow.