I recently started running the new WotC module, Icewind Dale: Rime of the Frostmaiden, and one of players wanted to be a cleric of Auril, the Frostmaiden. As we talked, she was planning to use the tempest domain, but we decided that wasn't a great fit for a cleric of Auril. So I set out to make a minor modification of the tempest domain to make it more suitable for an acylote of cold and ice. Here, I present the Frost Domain Cleric subclass.
Gods whose portfolios include the Frost domain — including Auril, the Devourer, Takhisis, and Uller, — govern winter and night. These gods are often cruel, uncaring, and feared and respected in equal measure by common folk. Sacrifices to such gods are common in the remote areas of the world which suffer the ravages of winter and long nights, though clerics of the god are rarely warmly welcomed — as their presence often precedes a punishment for those who have not been appropriately subservient.
Cleric Level | Spells |
---|---|
1st | fog cloud, frostbite, frost fingers, ray of frost |
3rd | gust of wind, Snilloc's snowball swarm |
5th | fear, sleet storm |
7th | fire shield, ice storm |
9th | cone of cold, far step |
At 1st level, you gain proficiency with martial weapons and heavy armor.
Also at 1st level, you can coldly rebuke attackers. When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw. The creature takes 2d8 cold damage on a failed saving throw, and half as much damage on a successful one.
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Starting at 2nd level, you can use your Channel Divinity to wield the power of ice with unchecked ferocity.
When you roll cold damage, you can use your Channel Divinity to deal maximum damage, instead of rolling.
At 6th level, when you deal cold damage to a creature, you can also reduce its speed by 10 feet until the start of your next turn.
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. 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.
At 17th level, you gain immunity to cold damage. Whenever you would take cold damage, you can regain a number of hit points equal to the cold damage that would have been dealt to you. Once you use this ability, you must complete a short or long rest before you can use it again.