Cleric: Frost, Blaze, and Darkness Domains

by bepis

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Frost Domain

Gods associated with the Frost Domain, such as Auril, Bahamut, or Ulutiu, typically have few clerics outside of arctic climates. Most of their worshipers hail from those frigid places, and they worship one of these gods to aid them in their travels and life in such a harsh climate. Others may take up this domain due to an experience with fire in the past that scarred them, and they wish to prevent flames and their destructive nature. Regardless of what brought them to this faith, clerics of the Frost Domain rarely get along with clerics of the Light or Blaze domains.

Frost Domain Spells
Cleric Level Spells
1st armor of Agathys, ice knife
3rd Snilloc's snowball swarm, warding wind
5th sleet storm, slow
7th fire shield (chill shield only), ice storm
9th cone of cold, control winds

Bonus Cantrips

At 1st level, you learn the frostbite and ray of frost cantrips. They count as cleric cantrips for you, but they don’t count against your number of cantrips known.

Ice God's Protection

Also at 1st level, you are considered naturally adapted to cold climates, as described in chapter 5 of the Dungeon Master’s Guide. At 6th level, you gain resistance to cold damage. At 17th level, you gain immunity to cold damage.

Channel Divinity: Frozen Prison

Starting at 2nd level, you can use your Channel Divinity to cause the air around a creature to freeze it in place, either halting an enemy or shielding an ally.

As an action, you present your holy symbol and encase one Large or smaller creature within 30 feet of you in ice. That creature's speed is reduced to 0, and it has total cover against all effects. This ice lasts for one minute, or until it is destroyed.

The ice has an Armor Class of 10 and hit points equal to 10 times your cleric level. It is vulnerable to fire and bludgeoning damage, and the creature inside of the ice has advantage on attacks against the ice, and any of its attacks that hit the ice are critical hits.

Frostburn

Starting at 6th level, whenever you deal cold damage to a creature, its speed is reduced by 10 feet. If the source of the damage already reduces the target's speed, such as the ray of frost spell, the speed reduction is increased by 5 feet.

Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Arctic Nova

Beginning at 17th level, whenever a creature you see deals damage to you, you can use your reaction to cast a cantrip that targets only that creature. Alternatively, you can use your Channel Divinity: Frozen Prison if you have it available.

Echo Domains

Echo Domains are, mechanically, very similar to existing domains but with a different theme. Many DMs will allow you to take a mechanic and tweak it for thematic reasons, such as swapping the damage type of a spell. These domains are meant to be full uses of that, to give a new flavor without having to change too much. The Blaze Domain is an echo of the Tempest Domain, and the Darkness Domain is an echo of the Light Domain.

Blaze Domain

Despite seeming similar to clerics of the Light and Forge domains, clerics of the Blaze domain are more focused on the devastating power of fire as opposed to its brightness or ability to create. Clerics of the Blaze domain are often allied with the more destructive members of the Tempest domain, as both focus on decimation by a force of nature. Gods of the Blaze domain include Garyx, Kossuth, Talos, and Utu.

Blaze Domain Spells
Cleric Level Spells
1st burning hands, hellish rebuke
3rd Aganazzar's scorcher, continual flame
5th blinding smite, Melf's minute meteors
7th fire shield (warm shield only), wall of fire
9th holy weapon, immolation

Bonus Proficiencies

At 1st level, you gain proficiency with martial weapons and heavy armor.

Wrath of the Inferno

Also at 1st level, you can rebuke attackers with divine flames. 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 fire or radiant damage (your choice) 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.

Channel Divinity: Incinerating Wrath

Starting at 2nd level, you can use your Channel Divinity to wield the power of the flame with unchecked ferocity. When you roll fire or radiant damage, you can use your Channel Divinity to deal maximum damage, instead of rolling.

Ablaze Strike

At 6th level, when you deal fire damage to a Large or smaller creature, you can also pull it up to 10 feet closer to you.

Divine Strike

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 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Flameborn

Beginning at 17th level, you are immune to fire and radiant damage, and you have a swim speed of 30 feet while in lava.

Darkness Domain

Imagine the Light Domain but the same while also the opposite and edgier.

Darkness Domain Spells
Cleric Level Spells
1st cause fear, dissonant whispers
3rd darkness, darkvision
5th fear, hunger of Hadar
7th phantasmal killer, shadow of moil
9th enervation, negative energy flood

Bonus Cantrip

When you choose this domain at 1st level, you gain the extinguish cantrip if you don't already know it.

Warding Shadow

Also at 1st level, you can interpose divine darkness between yourself and an attacking enemy. When you are attacked by a creature within 30 feet of you that you can see, you can use your reaction to impose disadvantage on the attack roll, causing darkness to shroud the attacker before it hits or misses. An attacker that can see through magical darkness or has blindsight is immune to this feature.

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.

Channel Divinity: Gloom of the Dusk

Starting at 2nd level, you can use your Channel Divinity to harness darkness, banishing light and dealing psychic damage to your foes.

As an action, you present your holy symbol, and any fire or magical light within 30 feet of you is dispelled. Additionally, each hostile creature within 30 feet of you must make a Wisdom saving throw. A creature takes psychic damage equal to 2d10 + your cleric level on a failed saving throw, and half as much damage on a successful one. A creature that is immune to being frightened or has total cover from you is not affected.

Improved Shadow

Starting at 6th level, you can also use your Warding Shadow feature when a creature that you can see within 30 feet of you attacks a creature other than you.

Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Corona of Darkness

Starting at 17th level, you can use your action to activate an aura of shadows that lasts for 1 minute or until you dismiss it using another action. You emit magical darkness in a 10-foot radius and nonmagical darkness 30 feet beyond that. Your enemies in this aura have disadvantage on saving throws against any spell that deals necrotic or psychic damage, as well as spells you cast that cause them to be frightened.

Extinguish

Transmutation cantrip


  • Casting Time: 1 bonus action
  • Range: 30 feet
  • Components: S
  • Duration: Instantaneous

You choose a source of light that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways, depending on the source of light:

  • If the light comes from nonmagical fire or magical fire created by a cantrip, you extinguish the flames within the cube.
  • If the light is created by a cantrip, the spell that created the light is dispelled.

At 11th level, you can target a Medium or smaller creature within range instead of a 5-foot cube. You affect it in one of the following ways:

  • You end the effects of the faerie fire or guiding bolt spell on the target.
  • If the target is ignited by a nonmagical source of fire or one created by a cantrip or 1st level spell, you extinguish the flames.
 

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