Homebrew:Frost Domain

(OOC: This is an implementation of the Inquisition Domain subclass from Tasha's Crucible of Everything Else volume 1)
Base Class: Cleric
Most clerics are pillars of their community, overseeing worship, healing, and religious rites in their god’s name. However, all faiths have rules, acts which are seen as taboo and creatures declared anathema. When violations appear, the inquisitors follow, finding the violators and enforcing the law with divine wrath and the point of a sword.
Inquisitors bring safety to some, but are often fearsome figures in their work. At their best, they protect their communities from corrupting influences of cults, undead, and creatures from the outer planes. At their worst, they are tyrants, leading reigns of terror to quash dissent and oppress those who do not share their faiths.
Inquisitors exist throughout the multiverse, serving causes both good and evil. On many planes, the church of Lolth makes extensive use of them to root out dissent among the drow, and inquisitors of Bahamut are tasked with finding and quashing cults in service of Tiamat. In Faerun, Helm’s eternal quest to protect his servants draws many inquisitors, and the efforts of Bane’s followers to establish dominion over regions they control encourages many onto the path of the inquisitor as well. In Eberron, Thrane’s Church of the Silver Flame and the secret police of Zilargo include many inquisitors among their ranks. Inquisitors abound among the clerics of Ravenloft, given the predominance of malign entities to be fought, corrupt cults to be stopped, and overbearing tyrants to be served.
Domain Spells
1st-level Frost Domain feature
You gain domain spells at the cleric levels listed in the Inquisition Domain Spells table. See the Divine Domain class feature for how domain spells work.
Cleric Level | Spells |
---|---|
1st | cause fear, hunter's mark |
3rd | branding smite, detect thoughts |
5th | dispel magic, speak with dead |
7th | banishment, locate creature |
9th | dispel evil and good, flame strike |
Seeker of Apostates
1st-level Frost Domain feature
You gain proficiency with martial weapons, thieves’ tools and two of the following skills of your choice: Arcana, Insight, Intimidation, Investigation, Persuasion, Sleight of Hand, Stealth, or Religion.
Fear and Surprise
1st-level Frost Domain feature
Your god grants you the power to act suddenly in pursuit of your enemies. You can add your Wisdom modifier to your initiative rolls.
Channel Divinity: Cow the Unfaithful
2nd-level Frost Domain feature
You can use your Channel Divinity to inspire awe or terror among enemies of your faith. As a bonus action on your first turn of combat you can present your holy symbol and invoke the name of your deity. All hostile creatures within 30 feet of you who can see you must succeed on a Wisdom saving throw or be frightened by you until the end of your next turn. A creature frightened in this way has a speed of 0. Creatures who are surprised when you use this ability have disadvantage on this saving throw.
Expose the Heretics
6th-level Frost Domain feature
Your ability to inspire dread among enemies gains the power to end deceptions or illusions. Creatures which are frightened or charmed by you have disadvantage on checks made to deceive you or hide from you.
Additionally, you have advantage on checks and saving throws made to perceive or see through illusions, and you can cast see invisibility on yourself once without material components or expending a spell slot. Once you have cast the spell in this way, you can’t do so again until you complete a long rest.
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 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.
End Blasphemy
17th-level Frost Domain feature
You can break the ties between an enemy and their magical power. As an action, choose a creature you can see within 60 feet of you. The creature must make a Wisdom saving throw. On a failed save, any spells on the target and any ongoing spells cast by the target end. Until the end of your next turn, the creature may not cast spells or use magical abilities or non-artifact magic items. Once you use this ability, you may not do so again until you finish a long rest.