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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

Frost Domain spells:

Celric Spells.
Level

1 Armor of agathys, Frost fingers*

3 Blur, Shatter

5 Sleet storm, Wind Wall

7 Ice storm, Hallucinatory terrain

9 Cone of cold, Snow Storm**

Bonus Proficiency
When you choose this domain at 1st level, you gain proficiency with the survival skill.

You also have access to the “Ray of Frost” cantrip.

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

regular damage, and has no effect on immunity.

Channel Divinity: Inhospitable terrain


Starting at 2nd level, you can use your Channel Divinity to claim your land.

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

to 10 creatures you choose can move through this area unopposed.

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

an AC of 5* the level used to cast the spell.

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.

Champion of the Cold

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.

*Frost fingers is found in Icewind Dale: Rime of the Frost Maiden

**Snow Storm

5th level spell

Casting Time: 1 action


Range: 300 feet

Components: Verbal, Somatic, Material

Duration: Concentration, up to 10 minutes

Material: A pinch of dirt and snow

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.

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