## Divine Domains
At 1st level, a cleric gains the Divine Domain feature. The following Domain option is available to a cleric, in addition to those offered in the Player's Handbook, with your DM's permission: Frost domain
### Frost Domain
Worshipers of gods of frost can be found wherever people need protection from the cold. Mountains covered in eternal snow, deep places under the earth, where nothing surrounds a wanderer but stone, or great plains of ice in the coldest places in the world.
Many clerics of these deities seek protection not only for themselves, but for their allies, and Frost answers their call. For others, their mark on the world is a trail of frozen victims. Deities of this domain include Auril, Silvanus, Zeboim, The Devourer, Boreas, Skadi, and Cailleach Bheur

##### Frost domain Features

| Cleric Lvel | Feature |
|:----:|:-------------|
| 1st  | Bonus Proficiencies, Chilled Metal |
| 2nd  | Channel Divinity: Deep Freeze |
| 6th | Freezer Burn |
| 8th | Improved Chilled Metal, Divine Strike |
| 14th | Improved Chilled Metal (2), Improved Divine Smite |
|17th | Frozen Aegis |

#### Domain Spells
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.
##### Forge Domain Spells
| Cleric Level | Spells |
|:----:|:-------------|
| 1st  | Armor of Agathys, Ice Knife |
| 3rd  |Misty Step,  Snilloc's Snowball Swarm  |
| 5th | Sleet Storm, Slow  |
| 7th | Control Water, Ice Storm |
| 9th | Cone of Cold, Hold Monster |
#### Bonus Proficiencies
When you choose this domain at 1st level, you gain proficiency with heavy armor and two martial weapons of your choice.

#### Chilling Mettle
Also at 1st level, as a reaction to being hit by a melee attack, you can force the attacker to make a constitution saving throw. On a failed save, the attacker takes cold damage equal to your Wisdom modifier plus your proficiency modifier, and has disadvantage on their next attack roll that it makes before the end of your next turn. 

At 8th level, the attacker instead has disadvantage on all attack rolls it makes until the end of your next turn.

At 14th level, the attacker instead cannot make any more attacks until the end of your next turn.

On a sucessfull save, the target instead takes half damage, and suffers no ill effects on their attacks.

You can do this a number of times equal to your Wisdom modifier, and regain all expended uses when you complete a long rest.



#### Channel Divinity: Deep Freeze
Starting at 2nd level, you can use your Channel Divinity to immobilize your foes.

As an action, you present your holy symbol and ice forms surrounding you. Each hostile creature within 30 feet of you must make a Strength (atheletics) or Dexterity (Acrobatics) check against your Cleric Spell Save DC. On a failed check, the creature is restrained by ice that forms at their feet. A
creature may use their action to attempt to escape the ice, remaking the check. Additionally, any water within 30 feet of you is frozen solid. Creatures that are within this water take 3d10 Cold damage and have disadvantage on the ability check, A creature that is fully surrounded by this water automatically fails the check. At the end of your next turn, all of the ice returns to its previous state, either as liquid water or vapor in the air.

#### Freezer Burn
Beginning at 6th level, the intensity of your chilling effects is so much it burns. Whenever you deal cold damage, the damaged creature must make a Constitution saving throw. On a failed save, the creature also takes half as much fire damage. 

#### 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, this damage increases to 2d8.


#### Frozen Aegis
Beginning at 17th level, as a reaction to an attack made against you or an ally you can see within 30 feet of you, you can form a protective barrier of ice over the target. the barrier lasts for one minute. while the barrier lasts, its wearer gains the following benefits:

Immediately, as well as at the start of each of the wearers turns, it gains 3d8 plus your Wisdom mod temporary hit points. 

The wearer gains resistance to fire damage

Time slows down for the wearer, allowing them to use two reactions each round, rather than one. The wearer cannot take more than one reaction each turn. 

Once you have used this ability, you cannot do so again until you complete a long rest.

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> ##### Credits
>First, I would like to give thanks to my playtesters!
>
>Thanks as well to /u/azicminar on reddit, for helping make changes to Chilled Metal!
>
>
>Special thanks as well to Homebrewery as well for being such an awesome resource, without which I would be hopeless at formatting! 
>
>
>A final special thanks to you, the reader! If you have any comments, questions, or concerns, please message me on reddit at /u/polinthos or my alternate account, /u/polinthos_returned ! I check both daily and would love to hear feedback!