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Frostmaiden Cleric

Wield the power of the goddess of ice and snow. The fickle
deity of winter, Auril wants nothing more than to bring the
fear of frigid gales, raging rime riddled storms and
avalanches to the mortals of Faerûn. No veneration is
greater to her than pure terror. Her clerics show their
devotion to her by threatening to bring a harsher winter to
the lay folk of a town or city, extracting offerings and
sacrifices through intimidation. While it is possible to be an
altruistic member of this clergy, the route of antagonism is
the most common amongst The Frostmaiden’s Faithful.

Frostmaiden Cleric
Proficiency Cantrips Spells -- Spell Slots per Spell Level --
Level Bonus Features Known Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Divine Domain 4 2 2 - - - - - - - -
Channel Divinity (1/rest), Channel
2nd +2 4 3 3 - - - - - - - -
Divinity:Wrath of Winter
3rd +2 — 4 4 4 2 - - - - - - -
4th +2 Ability Score Improvement 5 5 4 3 - - - - - - -
5th +3 Destroy Undead (CR ½) 5 6 4 3 2 - - - - - -
6th +3 Channel Divinity (2/rest), Blizzard’s Fury 5 7 4 3 3 - - - - - -
7th +3 — 5 8 4 3 3 1 - - - - -
Ability Score Improvement, Destroy
8th +3 5 9 4 3 3 2 - - - - -
Undead (CR 1), Divine Strike
9th +4 — 5 10 4 3 3 3 1 - - - -
10th +4 Divine Intervention 6 11 4 3 3 3 2 - - - -
11th +4 Destroy Undead (CR 2) 6 12 4 3 3 3 2 1 - - -
12th +4 Ability Score Improvement 6 12 4 3 3 3 2 1 - - -
13th +5 — 6 13 4 3 3 3 2 1 1 - -
14th +5 Destroy Undead (CR 3) 6 13 4 3 3 3 2 1 1 - -
15th +5 — 6 14 4 3 3 3 2 1 1 1 -
16th +5 Ability Score Improvement 6 14 4 3 3 3 2 1 1 1 -
17th +6 Destroy Undead (CR 4), Permafrost 6 15 4 3 3 3 2 1 1 1 1
18th +6 Channel Divinity (3/rest) 6 15 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 6 15 4 3 3 3 3 2 1 1 1
20th +6 Divine Intervention improvement 6 15 4 3 3 3 3 2 2 1 1

Class Features Proficiencies


Armor: light armor, medium armor, shields
As a Cleric of The Frostmaiden you gain the following Weapons: simple weapons
class features. Tools: none

Hit Points Saving Throws: Wisdom, Charisma


Hit Dice: 1d8 per level Skills: Choose 2 from History, Insight, Medicine,
Hit Points at 1st Level: 8 + your Con mod Persuasion, and Religion.

Hit Points at Higher Levels: 1d8 + your Con mod per


level after 1st

1
expend your Channel Divinity to maximize the damage
Equipment
on that roll.
You start with the following equipment, in addition to the
equipment granted by your background:
⦁ (a) a mace or (b) a warhammer (if proficient)
Blizzard’s Fury
6th-level Frostmaiden Domain Feature
⦁ (a) scale mail, (b) leather armor, or (c) chain mail (if
Starting at 6th Level, whenever you deal cold damage
proficient)
⦁ (a) a light crossbow and 20 bolts or (b) any simple with a weapon attack, you can use a bonus action to

weapon make an additional weapon attack.


⦁ (a) a priest's pack or (b) an explorer's pack
⦁ A shield and a holy symbol Divine Strike
8th-level Frostmaiden Domain Feature
At 8th level, you gain the ability to infuse your weapon
Alternatively, you may start with 5d4 × 10 gp to buy your
own equipment. 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.

Frostmaiden Domain Permafrost


The Frostmaiden Auril is the vengeful Goddess of Winter, 17th-level Frostmaiden Domain Feature
blizzards, and the concept of coldness. Her clerics are At 17th Level, you gain immunity to Cold damage. Your
given the ability to deliver to supplicants and enemies
speed increases by 10 when walking on ice or through
alike the wrath of ice and rime. Those who serve her are
granted access to the following spells. snow or blizzard like conditions. Additionally, when you
score a critical hit with a weapon or spell attack that
Cleric Level Spells would deal cold damage, roll the damage dice of the
1st Ice Knife, Cold Fire weapon and cold damage three times instead of two
3rd Ice Blade, Snilloc’s Snowball Swarm
times. You also learn the following Spells: Auril’s Flowers
5th Ice Gauntlet, Icy Weapon
7th (3rd Level), Frost Breath(4th Level), Investiture of Cold
Ice Storm, Frost Breath
9th Cone of Cold, Auril’s Axe (6th Level), Wall of Ice (6th Level), Heat Leech (8th Level),
and Power Word Freeze (9th Level).

Kissed by the Blizzard


1st-level Frostmaiden Domain Feature
Clerics of Auril establish their connection to the Goddess
through exposure to the harshest colds imaginable. When New Spells
you choose this domain at 1st level, you are immune to The following spells are added to the spell lists of
the ill effects of Cold Weather and can walk upon Frostmaiden Clerics.
difficult snowy or icy terrain as though it were solid
Cold Fire
ground. Additionally, falling into frigid or ice cold water 1st-level abjuration
will not adversely affect you. Magical Sources of Cold Casting Time: 1 action
affect you as usual. Additionally, you gain access to the Range: 30 feet
Ray of Frost and Frostbite Cantrips. Components: V, S
Duration: Instantaneous
Channel Divinity: Wrath of Winter
You cause one semi-permanent flame to absorb heat
2nd-level Frostmaiden Domain Feature
instead of produce it. Any flame that is within 30 feet of
Starting at 2nd Level, you gain the ability to call upon
you and no more than 10 feet tall turns blue and siphons
Frostmaiden to empower your spells. When you cast a
heat from its surroundings. Any creature within 5 feet of
spell or make an attack that deals cold damage, you can
the flame must succeed on a Constitution Saving Throw

2
or take 2d6 cold damage, half as much on a save. Viable when cast in the desert, any other dry climate, or in a
targets are campfires, a lit torch, a candle, a lantern, a building without a source of water within 30 feet.
burning enemy or even a wall of flames. The flame will At Higher Levels. The damage of this spell increases by
remain blue and confer no heat until extinguished. 1d6 piercing and 1d6 cold for each level above 3rd.
At Higher Levels. The damage of this spell is increased Classes: Cleric, Sorcerer, Wizard, Druid
by 1d6 for every spell slot above 1st. Subclasses: Arcane Trickster Rogue, Eldritch Knight
Classes: Cleric, Sorcerer, Wizard, Druid Fighter.
Subclasses: Arcane Trickster Rogue, Eldritch Knight
Fighter.
Ice Gauntlets
3rd-level transmutation

Ice Blade Casting Time: 1 bonus action


2nd-level transmutation Range: Self
Casting Time: 1 action Components: V, S
Range: Self Duration: Concentration, up to 1 minute
Components: V, S Spiked frozen gauntlets form over your hands. You can
Duration: Concentration, up to 1 minute use your action to make a weapon attack with these
When you cast this spell, you perform a melee attack gauntlets. They deal [1d6] bludgeoning damage and
with a long blade of ice that manifests in your hand. This [1d6] cold damage on a hit and are considered siege
blade has the versatile and the finesse feature. You wield weapons. Additionally, the gauntlets grant a climbing
this blade as though you were proficient. You may use speed equal to your movement speed and advantage on
your wisdom modifier for attack rolls. The Ice Blade deals strength checks. This spell ends when you take fire
[1d6/1d8] slashing damage and cold damage equal to damage.
your wisdom modifier. This spell ends if you are dealt fire At Higher Levels. When you cast this spell using a spell
damage. slot of 5th or 6th level, you manifest a pair of gauntlets for
At Higher Levels. When you cast this spell using a spell an additional creature. Casting this spell at 7th or 8th
slot of 4th or 5th level, a second Ice Blade manifests in level manifests a third pair of gauntlets.
your off hand. When you use a spell slot of 6th level or Classes: Cleric, Sorcerer, Wizard, Druid
higher, the Ice Blades deal an additional dice of damage. Subclasses: Arcane Trickster Rogue, Eldritch Knight
Classes: Cleric, Sorcerer, Wizard, Druid Fighter.
Subclasses: Arcane Trickster Rogue, Eldritch Knight
Fighter.
Icy Weapons
3rd-level transmutation

Auril’s Flowers Casting Time: 1 action


3rd-level transmutation Range: Self
Casting Time: 1 action Components: V, S
Range: Self (30 foot radius) Duration: Concentration, up to 1 minute
Components: V, S Three willing creatures of your choice have their
Duration: Instantaneous weapons coated in magical ice. Attacks with the affected
You cause all of the moisture in the ground beneath you weapons deal cold damage instead of their normal
to shoot upwards as spikes. All creatures within 30 feet of damage types This effect ends if the affected creature
you must succeed on a Dexterity saving throw. A takes fire damage.
creature takes 2d6 cold damage and 2d6 piercing At Higher Levels. Casting this spell at higher levels
damage on a failed save or half as much damage on a allows you to target an additional creature for every level
successful one. The ground in the area becomes difficult above 3rd.
terrain as jagged spikes jut out from the earth. Each 5 ft Classes: Cleric, Sorcerer, Wizard, Druid
square requires an action to clear away. This spell fails Subclasses: Arcane Trickster Rogue, Eldritch Knight
Fighter.

3
Frost Breath Heat Leech
4th-level transmutation 8th-level necromancy
Casting Time: 1 action Casting Time: 1 action
Range: Self Range: Self (30 foot radius)
Components: V, S Components: V, S
Duration: Concentration, up to 1 minute Duration: Instantaneous
You gain the ability to exhale a frigid blast as an action. All creatures within 30 feet of you have the heat siphoned
When you use this breath weapon, all creatures in a 20 from their bodies. Each affected creature must succeed
foot cone must succeed on a Constitution saving throw. on a Constitution Saving Throw. Affected creatures take
Creatures take 2d6 cold damage on a failed save and 4d6 cold damage on a failed save and half as much
half as much damage on a successful one. Any creature damage on a successful save. You heal for half of the
that fails the saving throw by 5 or more is petrified, frozen damage dealt by this spell. Any excess healing is turned
in a block of ice. The petrified creature can use their into Temporary Hit Points up to an amount equal to you 3
action each turn to repeat the saving throw, escaping the times your wisdom modifier.
ice on a success. The effect also ends if a petrified At Higher Levels. The damage of this spell increases by
creature is within 5 feet of a flame for a full round or takes 4d6 when cast at 9th level.
fire damage. Classes: Cleric, Sorcerer, Wizard, Druid
At Higher Levels. The damage of this spell is increased Subclasses: Arcane Trickster Rogue, Eldritch Knight
by 1d6 for every spell slot above 4th. Fighter.
Classes: Cleric, Sorcerer, Wizard, Druid
Subclasses: Arcane Trickster Rogue, Eldritch Knight
Power Word Freeze
9th-level enchantment
Fighter.
Casting Time: 1 action

Auril’s Axe Range: 60 feet


5th-level transmutation Components: V, S
Casting Time: 1 action Duration: Instantaneous
Range: Self You target one creature within range, if the target has 100
Components: V, S HP or fewer, it is encased in ice and petrified. Otherwise,
Duration: Concentration, up to 1 hour the spell has no effect. Only a magical flame of 9th level
As a somatic component to cast this spell, you make a can free the creature.
melee weapon attack with this magical weapon. You Classes: Cleric, Sorcerer, Wizard, Druid
manifest the symbolic weapon of Auril, her axe. This axe Subclasses: Arcane Trickster Rogue, Eldritch Knight
functions as a +1/+1 Battleaxe with the following Fighter.
properties: you wield this weapon as though you were
proficient, you may use your wisdom modifier for the
attack and damage rolls of this weapon. It deals an
additional 1d4 cold damage. Any creature that would be
resistant to cold damage loses that resistance when
struck by this weapon until the start of its turn.
At Higher Levels. When you cast this spell using a spell
slot of 6th or 7th level, the Axe deals an additional 1d4 of
cold damage. When you cast this spell at 8th or 9th level
the Axe deals an additional 3d4 of cold damage.
Classes: Cleric, Sorcerer, Wizard, Druid
Subclasses: Arcane Trickster Rogue, Eldritch Knight
Fighter.

4
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