Frost domain

There are some clerics who serve deities which preside
over frost and the cold. There are few who would truly
revere these beings; after all, winter and frost are often
killers of crops, livestock and even men.
But even still, there are these rare, few men and women
who serve the deities of the cold, understanding their
necessity, and revering their power. Some deities which the
frost domain clerics might adhere to include Boreas, Skadi,
The Crone, Hekate, Ymir and Uller.

Cleric Level Spells
1st armor of agathys, ice knife
3rd darkness, snilloc’s snowball swarm
5th elemental weapon, sleet storm
7th control water, ice storm
9th cone of cold, conjure elemental*
*You may only conjure water elementals.

Priest of Frost
When you choose this domain at 1st level, you may choose
an additional cantrip from the following list: shape water ,
frostbite , or ray of frost .
You also gain a blessing from your deity that aids you in
dealing with colder climates. You ignore the effects of
extreme cold, frigid water, and other weather conditions in
colder climates.

Bonus Proficiencies
Also at 1st level you also gain proficiency in heavy armor.

Channel Divinity: Chilled Soul
Starting at 2nd level, you can use your Channel Divinity to
cause creatures around you to feel an extreme cold inside
them, causing them to slow down their movements.
As an action you can half the speed of a number of hostile
creatures equal to your Wisdom modifier within 30 feet for
1 minute.

Inner Warmth
Starting at 6th level, your deity imbues you with resistance
to cold damage.

Channel Divinity: Frozen Touch
Beginning at 6th level, you can use Channel Divinity to
freeze a creature in ice.
Using your action, you can touch a creature that is Large
or smaller with your holy symbol. The creature must make
a Constitution saving throw. On a failed save, the creature
is frozen solid, but still alive. On a successful save it is
knocked prone instead.
A frozen creature must make a Constitution saving throw
against your cleric spell save DC at the end of each of its
turns. If it succeeds, it will break free.
While it is frozen, it is considered petrified in ice. If the
creature takes any damage, it may make a Constitution
saving throw to break free.
If a creature is immune to cold, it cannot be frozen, and
instead is knocked prone.

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

Heart of Winter
At 17th level, you channel a greater aura of cold around
you. Your Channel Divinity: Chilled Soul now makes
creatures affected by the slow make a Constitution saving
throw against your cleric spell save DC. On a failed save,
the creature takes 1d6 cold damage and is restrained. On a
successful save, the creature is not restrained and takes
half the damage. In addition, the ground 15 feet around you
also becomes difficult terrain for the duration of the
channel divinity.

Frost domain

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