Frost Domain (5e Subclass)

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Frost Domain[edit]

Clerics of the frost domain worship the gods of cold, weather, storms, or even death. The unparalleled power of a tremendous blizzard, fearsome hurricane, or deadly snowstorm leave all but the mightiest of warriors helpless and afraid. And even the mightiest cannot be immune to the slow, gnawing death that comes from freezing in a cold wasteland. To worship these powers, to respect them, and perhaps even harness them, is also to be protected from them. The gods will look favorably on their disciples, and provide them shelter from the elements, or the power to wield them. While most clerics of frost come from the coldest and harshest regions, there are certainly others who follow this path for their own reasons, whatever they may be.

Cold Domain Spells[edit]
Cleric Level Spells
1st absorb elements, ice knife
3rd rime’s binding ice, snilloc's snowball swarm
5th sleet storm, wind wall
7th ice storm, summon elemental
9th cone of cold, conjure elemental
Cold Touch

At 1st level, the power of cold infuses itself through your body, leaving your skin unnaturally cold to the touch, and your breath visibly chilled. Your touch itself is freezing, and as an action, you may magically freeze an object or liquid that you touch with your hand - such as a glass of water, the surface of a small pond, or even a sword.

Frost Weaver

At 1st level, you learn the ray of frost cantrip, which doesn't count against the number of cleric cantrips you know. For you, it can be cast as a bonus action.

Channel Divinity: Absolute Zero

Starting at 2nd level, you can use your Channel Divinity to enhance the freezing cold of your spells to deadly effect, leaving no heat in their wake.

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

Icy Mantle

At 6th level, your chilled skin becomes ever colder, and visible frost spreads across your body. You gain resistance to cold and fire damage. At 17th level your protection from heat and cold becomes absolute, granting you immunity to cold and fire damage.

Ice Block

Starting at 8th level, as a reaction when you take damage, you can entomb yourself in ice, which melts away after 1 minute, or whenever you choose to melt the ice early as a bonus action. You gain 10 temporary hit points per level, which take as much of the triggering damage as possible. While the ice lasts, your speed is reduced to 0, and you are incapacitated. These effects, including any remaining temporary hit points, all end when the ice melts.

Once you use this feature, you can't use it again until you finish a long rest.

Master of Blizzards

Upon reaching 17th level, you have become a paragon of cold itself, granting you control over the very sky. As an action, you can manifest a 100ft aura around yourself that freezes the air and ground in a ferocious blizzard. The area inside your aura is heavily obscured and difficult terrain for hostile creatures, and exposed flames in the area are doused. When a hostile creature enters the aura for the first time on a turn or starts its turn there, it must make a Dexterity saving throw against your spell save DC. On a failed save, it falls prone.

In addition, you learn the control weather spell and can cast it once per long rest without expending a spell slot.

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