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Frost Domain

Clerics of the Frost domain is concerned with the forces of winter and ice. Deities such as Zykmjir are patrons of this cold cause.   Cleric Level Feature   1st Domain Spells, Winter's Bearer, Chilled Soul   2nd Channel Divinity: Touch of Rime   6th Flash-Freeze   8th Divine Strike (1d8)   14th Divine Strike (2d8)   17th Avatar of Cold   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 elemental bane, ice storm   9th cone of cold, hold monster   Winter's Bearer   When you choose this domain at 1st level, you learn your choice of either the frostbite or the ray of frost cantrip, which doesn’t count against the number of cleric cantrips you know. Additionally, you become proficient in heavy armor.   Chilled Soul   At 1st level, you gain resistance to cold damage. Additionally, difficult terrain composed of ice or snow doesn’t cost you extra movement. You’re also naturally adapted to cold climates, as described in chapter 5 of the Dungeon Master’s Guide.   Channel Divinity: Touch of Rime   Starting at 2nd level, you can use your Channel Divinity to chill your foes to the bone. When you roll cold damage, you can use your Channel Divinity to deal maximum damage instead of rolling. Additionally, the creature must make a Constitution saving throw or be reduced to half speed for 1 minute.   Flash-Freeze   Starting at 6th level, you can cause frost to rapidly cover your enemies. Whenever you deal cold damage to a target, the target cannot take reactions until the end of your next turn. Creatures with immunity to cold damage are not affected by this trait.   Divine Strike   At 8th level, you gain the ability to infuse your weapon strikes with the icy power of winter. 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.   Avatar of Cold   At 17th level, you can use your action to transform into the form of the Avatar of Cold for 1 minute. When in this form, you create an aura of ice and cold within 30 feet of you. The ground turns to ice and the air becomes a thick, whirling blizzard. The area within your aura is considered difficult terrain and heavily obscured for all creatures other than you. So long as your aura remains, you have immunity to cold damage. You can end this form early with a bonus action.   After you use this ability, you can’t use it again until you complete a long rest.
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