Cold Domain, Variant (5e Subclass)
Cold Domain[edit]
Whether born in the heart of a glacier; found barely alive in a snowstorm; call the mountain peaks your home; the God(ess) of all things cold has chosen you to bring forth a chilling breeze to the world, if not to bring it to its senses for a time.
Cleric Level | Spells |
---|---|
1st | armor of agathys, ice knife |
3rd | snilloc's snowball swarm, misty step |
5th | hunger of hadar, sleet storm |
7th | ice storm, elemental bane |
9th | cone of cold, steel wind strike |
- Eye-ce Sight
Regardless of race or previous eye color, your Irises now glow light blue. Additionally, when in a snow storm, blizzard, or other weather related to the cold you can see normally, as if there were no storm.
- Acolyte of Cold
At 1st level choose two of the following cantrips: chill touch, frostbite, ray of frost.
You learn these cantrips and they do not count towards your known cantrips. These count as Cleric cantrips for you.
Additionally, at 11th level, wall of ice and Otiluke's freezing sphere are added to you list of available spells. Unlike your Cold Domain Spells, they are NOT automatically prepared and they DO count towards your number of prepared spells. They count as cleric spells for you otherwise.
- Channel Divinity
- Chilling Wind
Starting at 2nd level, you can use your Channel Divinity to weaken those around you to the cold. As your bonus action, you present your holy symbol and a strong, chilling breeze blows around you. For 1 minute, when a creature within 30 feet of you takes cold damage, they take 1d6 additional cold damage. In addition, while creatures are within 30 feet of you for the duration, creatures that have resistance to cold damage treat it as having no resistance and if the creature was immune to cold damage it is treated as having resistance to cold damage.
- Chilling Touch
At 6th level, your skin becomes cool to the touch, and a perpetual frost seems to form on your skin. You gain resistance to cold and fire damage.
- Tomb of Ice
Starting at 8th level, when you are hit by an attack, you can use your reaction to encase yourself in ice to absorb the attack. Creatures can continue to target the Tomb of Ice. It has an AC of 12 + your proficiency bonus and hit points equal to 4 x your cleric level. If the damage received exceeds the amount protecting you, the damage spills onto your health and the ice is shattered, giving you free movement. While you are encased in ice, you are considered incapacitated. The ice melts away at the end of your next turn, assuming it was not shattered by damage. Once you use this feature, you can not use it again until you finish a long rest.
- True Ice
At 17th level the frost on your skin strengthens. You gain immunity to cold damage and difficult terrain caused by snow and ice always count normal terrain for you.
Additionally, as an action you can transform into a vestige of ice and snow for 1 minute. Your body is enveloped in frost and a strong, freezing cold wind blows around you with a radius of 10ft. While in this form you gain the following benefits:
- When you are damaged by an attack of any kind, you can use your reaction to deal 4d8 cold damage to the attacker.
- Any creature that starts their turn within 10ft of you takes cold damage equal to half your cleric level.
- The area within 10ft of you becomes difficult terrain for everyone. It is covered in ice and snow begins to form in this area. This happen regardless of the environment you are currently in.
Once you use this feature, you can not use it again until you finish a long rest.
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