Divine Domains

At 1st level, a cleric gains the Divine Domain feature. The following Domain option is available to a cleric, in addition to those offered in the Player's Handbook, with your DM's permission: Frost domain

Frost Domain

Worshipers of gods of frost can be found wherever people need protection from the cold. Mountains covered in eternal snow, deep places under the earth, where nothing surrounds a wanderer but stone, or great plains of ice in the coldest places in the world. Many clerics of these deities seek protection not only for themselves, but for their allies, and Frost answers their call. For others, their mark on the world is a trail of frozen victims. Deities of this domain include Auril, Silvanus, Zeboim, The Devourer, Boreas, Skadi, and Cailleach Bheur

Frost domain Features

Cleric Lvel Feature 1st Bonus Proficiencies, Chilled Metal 2nd Channel Divinity: Deep Freeze 6th Frigid Winds 8th Improved Chilled Metal, Divine Strike 14th Improved Chilled Metal (2), Improved Divine Smite 17th Frozen Aegis

Domain Spells

You gain domain spells at the cleric levels listed in the Frost Domain Spells Table. See the Divine Domain class feature for how domain spells work.

Forge Domain Spells

Cleric Level Spells 1st Armor of Agathys, Ice Knife 3rd Misty Step, Snilloc's Snowball Swarm 5th Sleet Storm,Slow 7th Control Water, Ice Storm 9th Cone of Cold, Hold Monster

Bonus Proficiencies

When you choose this domain at 1st level, you gain proficiency with heavy armor and two martial weapons of your choice.

Chilled Metal

Also at 1st level, as a reaction to being hit by a melee attack, you can force the attacker to make a constitution saving throw. On a failed save, the attacker takes cold damage equal to your Wisdom modifier plus your proficiency modifier, and has disadvantage on their next attack roll that it makes before the end of your next turn.

At 8th level, the attacker instead has disadvantage on all attack rolls it makes until the end of your next turn.

At 14th level, the attacker instead cannot make any more attacks until the end of your next turn.

On a sucessfull save, the target instead takes half damage, and suffers no ill effects on their attacks.

You can do this a number of times equal to your Wisdom modifier, and regain all expended uses when you complete a long rest.

Channel Divinity: Deep Freeze

Starting at 2nd level, you can use your Channel Divinity to immobilize your foes.

As an action, you present your holy symbol and ice forms surrounding you. Each hostile creature within 30 feet of you must make a Strength (atheletics) or Dexterity (Acrobatics) check against your Cleric Spell Save DC. On a failed check, the creature is restrained by ice that forms at their feet. A creature may use their action to attempt to escape the ice, remaking the check. Additionally, any water within 30 feet of you is frozen solid. Creatures that are within this water take 3d10 Cold damage and have disadvantage on the ability check, A creature that is fully surrounded by this water automatically fails the check. At the end of your next turn, all of the ice returns to its previous state, either as liquid water or vapor in the air.

Frigid Winds

Beginning at 6th level, As a bonus action, you summon a 5 foot wide, 60 foot line of freezing wind. Creatures in the line must make a Constitution saving throw against your Cleric Spell Save DC. A creature with immunity to cold damage automatically succeeds this saving throw. On a failed save, if the the target does not have resistance to cold damage, it gains vulnerability to cold damage until the end of your next turn. If the target does have resistance to cold damage, the creature loses resistance to cold damage until the end of your next turn. You can do this a number of times equal to your proficiency modifier, and regain all expended uses when you complete a long rest.

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, this damage increases to 2d8.

Frozen Aegis

Beginning at 17th level, as a reaction to an attack made against you or an ally you can see within 30 feet of you, you can form a protective barrier of ice over the target. the barrier lasts for one minute. while the barrier lasts, its wearer gains the following benefits:

Immediately, as well as at the start of each of the wearers turns, it gains 3d8 plus your Wisdom mod temporary hit points.

The wearer gains resistance to fire damage

Time slows down for the wearer, allowing them to use two reactions each round, rather than one. The wearer cannot take more than one reaction each turn.

Once you have used this ability, you cannot do so again until you complete a long rest.