Ice Domain, Variant (5e Subclass)
Ice Domain, Variant[edit]
Cold, calculating, and vicious, Ice Domain Clerics are forces of nature that are to not be messed with; however, they make a great addition to any team of adventurers. Dieities that Ice Domain Clerics typically worship include: Auril, Thyrm and Ulutiu.
Cleric Level | Spells |
---|---|
1st | Frost Fingers, ice knife |
3rd | Rime's Binding Ice, Wither and Bloom |
5th | sleet storm, vampiric touch |
7th | ice storm, control water |
9th | cone of cold, conjure elemental |
- Bonus Cantrip
At 1st level you learn the Ray of Frost cantrip.
- Heart of Ice
At 1st level, you can cast any cantrip that does cold damage as a bonus action. You can use this feature a number of times equal to your proficiency bonus. When you cast a cantrip this way it treats immunity as resistance.
- Channel Divinity
Mark of the White Death Starting at 2nd level, you may expend a Channel Divinity to cover any creatures that have taken cold damage during your turn, in paralyzing frost. Until the end of your next turn they gain vulnerability to cold and necrotic damage. This vulnerability treats resistance as normal damage and immunity as resistance.
- Lethargic Frost
At 6th level, you can harness your powers of frost to protect yourself from cold and momentarily slow enemies. You gain resistance to cold damage.
The frost you create grows crystalline structures within the body of your opponents, you use your power to manipulate your opponents bodies. When a creature you can see within 60ft uses a bonus action or reaction (not including legendary reactions), you can use your reaction to cause them to make a Strength Save against your spell DC. (This save has disadvantage if the creature has taken cold damage in the past round) If they fail the effects of the bonus action/reaction will be negated, while still consuming the resources that were expended. These interior snowflakes cause their body to become stuck in place. You can use this feature an amount of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.
- Glacial Bite
Starting at 8th level, your cantrips deal additional cold damage equal to your Wisdom modifier.
- Eternal Winter
At 17th level, you invoke the eternal winter of Icewind Dale, You are immune to cold damage. As an action, you create a blizzard that is 30ft sphere centered on you, which lasts for 1 minute. At the start of your turn you cause one of the following effects to any creature in the 30ft sphere.
- They take 2d6 + Wisdom modifier cold damage
- Must succeed on a Wisdom Save against your Spell DC or become blinded
- Their speed is reduced to 0
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