Homebrew:Frost Domain: Difference between revisions

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[[file:frost domain.jpg|thumb|right|500px]]
[[file:frost domain.jpg|thumb|right|500px]]
{{ooc note|This is an implementation of the Frost Domain subclass from [[Tasha's Crucible of Everything Else]] volume 2}}
{{ooc note|This is an implementation of the {{PAGENAME}} subclass from [[Tasha's Crucible of Everything Else]] volume 2}}
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''1st-level {{PAGENAME}} feature''
''1st-level {{PAGENAME}} 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.
You gain domain spells at the cleric levels listed in the {{PAGENAME}} Spells table. See the Divine Domain class feature for how domain spells work.


{| class="wikitable"
{| class="wikitable"
|+ Frost Domain Spells
|+ {{PAGENAME}} Spells
!Cleric Level !! Spells
!Cleric Level !! Spells
|-
|-

Latest revision as of 18:04, 26 July 2025

(OOC: This is an implementation of the Frost Domain subclass from Tasha's Crucible of Everything Else volume 2)

Base Class: Cleric

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.

Frost Domain Spells
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.