Homebrew:Frost Domain

(OOC: This is an implementation of the Frost Domain subclass from Tasha's Crucible of Everything Else volume 2)
Base Class: Cleric
These servants of the tundra wield the cold like a warrior would wield its blade. |
TASHA |
Gods of the cold and north, such as Auril, Iborighu, Thrym, and Ulutiu, are, like their element, often severe and demanding. These gods are not usually worshipped for their benevolence, but instead prey upon those who merely wish to survive the unforgiving tundra. Clerics to these gods may not be the warmest people, but they are often seen as saviors to northern settlements that rely on their blessings. These boons are not free though, and clerics of these gods may be sent to gather offerings in return for helping people survive.
Domain Spells
1st-level Frost Domain feature
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.
Cleric Level | Spells |
---|---|
1st | armor of agathys, fog cloud |
3rd | darkness, hold person |
5th | sleet storm, slow |
7th | fire shield, ice storm |
9th | cone of cold, hold monster |
Bonus Proficiencies
1st-level Frost Domain feature
At 1st level, you gain proficiency with martial weapons and heavy armor.
Biting Frost
1st-level Frost Domain feature
When you deal cold damage with a spell of 1st level or higher, you may apply one of the following additional effects to the spell:
- Your enemies' limbs go numb. Creatures that take damage from this spell have disadvantage on the next weapon attack roll they make before the end of their next turn.
- Your enemies begin to freeze in place. Creatures that take damage from this spell have their speed halved until the end of their next turn.
- Your enemies' teeth chatter incessantly. Creatures that take damage from this spell must succeed on a Constitution saving throw against your spell save DC or be unable to perform verbal components of spells until the end of their next turn.
- Your spell's temperature sinks even lower, a deep freeze dangerous even for beings acclimated to the cold. Creatures that take damage from this spell cannot benefit from resistance to cold damage from this casting of this spell.
Channel Divinity: Bitter Casting
2nd-level Frost Domain feature
You can use your Channel Divinity to alter your spells and infuse them with the power of your god. If a spell you cast would deal acid, fire, lightning, necrotic, or radiant damage, you can use your Channel Divinity to deal cold damage instead.
Channel Divinity: Blessing of the Hearth
2nd-level Frost Domain feature
You can use your Channel Divinity to protect you and your allies from the harsh effects of arctic environments. As an action, you present your holy symbol and invoke your deity to bless you and your allies. A number of creatures within 5 feet of you ignore the effects of extreme cold (as described in chapter 5 of the Dungeon Master's Guide) for the next 24 hours.
Glacial Mantle
6th-level Frost Domain feature
You are blessed by the arctic elements. You gain resistance to cold damage, and at the start of your turn, you are enveloped by a protective barrier of ice which gives you temporary hit points equal to half your cleric level (rounded up).
Divine Strike
8th-level Frost Domain feature
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.
Frozen Form
17th-level Frost Domain feature
Your affinity with frost has reached its peak. You gain immunity to cold damage and resistance to fire damage, and moving through difficult terrain composed of ice or snow doesn't cost you extra movement.