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Hoarfrost Domain

Hoarfrost Domain Spells
Cleric Level  Spell
1st  armor of agathys, ice knife
3rd  snilloc’s snowball swarm, spike growth
5th  slow, sleet storm
7th  ice storm, hallucinatory terrain
9th  cone of cold, control winds

Frost Bender

At level 1, you gain the power to better control the elements of cold and frost. Whenever you roll more than one dice when dealing cold damage, you can use the highest number possible for one of the dice.   You learn the ray of frost cantrip, which doesn't count against the number of cleric cantrips you know. For you, it has a range of 120 feet.

Chilled Defender

At 1st level, you become stronger in the cold. You are not affected by harsh cold weather.   In addition, you can now act as a conduit for the cold. When you take cold damage you can use your reaction to cast ray of frost.

Channel Divinity: Curse of Snow

Starting at 2nd level, you can use your Channel Divinity to place a freezing curse upon a creature that you can see. For 1 minute, that creature’s speed is reduced by half. In addition, if the creature takes damage, a large burst of snow erupts from it, dealing cold damage equal to the damage it received to any creatures of your choosing within 5 feet of it.

Icy Endurance

At 6th level, your body is vitalized by the ice within you. You gain resistance to cold damage. In addition, any spell or effect you create ignores resistance to cold damage and treats immunity to cold damage as resistance to cold damage.

Glacier Step

At level 8, your steps are imbued with pure frozen energy, allowing you to skate across the ground as if there was always ice beneath you. Your movement speed increases by 10 feet, and you can move across liquids without falling in.

Permafrost Body

At 17th level, you become one with the freezing aspect of nature itself. You gain the following benefits:
  • You gain immunity to cold damage.
  • The burst of snow range as part of your Curse of Snow increases to 10 feet.
  • When you deal cold damage to a creature, that creature’s speed is reduced by 10 feet until the end of your next turn.

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