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2102042-Frost Domain
2102042-Frost Domain
The Frost Domain focuses on the harsh wastelands of tundras and mountaintops. The
gods of this domain (If you choose to worship a god.) are cold and bitter, exhibiting the
harsh realities of the cold as well as the landscape it creates. Frost domain clerics are
cold and punishing, using their abilities to meet their own desires. Controlling not only
powerful attacks but also amazing, battlefield shaping abilities
Celric Spells.
Level
3 Blur, Shatter
Bonus Proficiency
When you choose this domain at 1st level, you gain proficiency with the survival skill.
Piercing Attack
Also starting at 1st level, your attack spells are more effective. Whenever you use a spell
of 1st level or higher to deal cold or necrotic damage, you can use your reaction to give
that creature vulnerability to that type of damage, dealing twice the damage. You can
use this Ability a number of times equal to your wisdom modifier. If the target creature
has resistance or immunity to either type of damage, this ability turns resistance into
As an action, you present your holy symbol and evoke the harsh landscape reminiscent
of your deity’s domain. You cause the ground in a 30 foot radius centered on you to
become lightly obscured, and difficult terrain, extending 200 feet into the air. You and up
Frosted Pillar
Beginning at 6th level, you can use your control over the cold elements to shape the
battlefield for your benefit. As an action, you can summon a pillar of ice within 10 feet of
you, this resets after a short or long rest. This pillar is 5 feet by 5 feet, and 20 feet tall. If
the pillar is between you and a creature casting a ranged attack, you have complete
cover. Only 3 pillars can exist at once. If you summon a fourth one, the first one you
summoned disappears.
If the pillar is summoned in a space already occupied by a creature, that creature must
make a dexterity saving throw, or take 2D10 damage on a failed save, and be knocked
prone in a space within 5 feet of the pillar of your choosing. If the creature succeeds
they take half damage and are not prone, and is moved to a location within 5 feet of the
pillar of their choice. The pillar has an AC of 10, and HP of 5* Your proficiency modifier,
immunity to psychic, poison and cold damage, and a vulnerability to fire damage. You
can use this ability again using a spell slot of third level or higher, the new pillars having
Bitter Blessing
At 8th level, you can use your control over cold to support your allies in combat. If either
your ally and/or your ally’s target of a successful attack is within a 30 foot range, you
can use your reaction to add 1D8 of cold damage to the attack’s damage. This damage
increases to 2D8 at level 14. You also gain resistance to cold damage.
At 17th level, you’ve gained near mastery of your domain. You gain immunity to cold
damage. Attacks made using the Piercing Attack ability now turn enemies immunities
into resistances. While your inhospital terrain is active, you gain a flying speed of 60
feet. The area of your Channel Divinity extends 200 feet below you.
**Snow Storm
A ravaging hail storm fills a 20-foot-radius sphere centered on a point you choose within range.
The sphere spreads around corners. The sphere remains for the duration, and its area is lightly
obscured. The sphere’s area is difficult terrain.
When the area appears, each creature in it must make a constitution saving throw. A creature
takes 4d10 cold damage on a failed save, or half as much damage on a successful one. A
creature must also make this saving throw when it enters the spell’s area for the first time on a
turn or ends its turn there.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage
increases by 1d10 for each slot level above 5th.