I am making a compendium of homebrew Cleric subclasses, spells and feats, but I want to make sure it is actually balanced and there are no glaring loopholes or broken combos with existing feats, spells, and subclasses before I release it. Is this homebrew Chromatic Dragon Domain balanced compared to the other cleric subclasses?
Chromatic Dragon Domain
Fears rightfully by almost all creatures, Dragons terrorize vast swaths of the world and possess half its wealth and magic. If you worship them enough, or if you have draconic ancestry, you may share a sliver of their power.
|1st||Cause Fear, Absorb Elements|
|3nd||Dragon’s Breath, See Invisibility|
|5th||Elemental Weapon, Fly|
|7th||Icestorm, Wall of Fire|
|9th||Wrath of Nature, Destructive Wave|
Only Humans, Half Elves, Kobolds, and Dragonborn may take this domain.
You gain proficiency in martial weapons and intimidation.
At the end of a long rest, you choose a dragon color to embody. This grant you abilities depending on what you select that last until your next long rest.
You gain a small breath weapon. As an action, you can exhale fire in a 15 foot cone. All creatures in that cone must make a dexterity save or take 1d4 fire damage. This increases to 2d4 damage at level 10 and 3d4 at level 19.
The water immediatly under your feet freezes, allowing you to walk across water. You are resistance to cold damage and are acclimatized to cold climated.
You can cast protection from poison or detect poison and disease once each. You temporarily have the poison spray cantrip as one of your cleric spells.
You temporarily have the shocking grasp cantrip as one of your cleric spells. Whenever you cast, it, you can fly up to your remaining movement. You fall if not supported at the end of your turn.
You are immune to acid damage.
Channel Divinity: Dragonic Fear
At 2nd level, as an action, you use your channel divinity to imbue your self with fear. You gain advantage on intimidation checks for the next hour.
Channel Divinity: Dragonic Transformation
At 6th level, as an action, you use your channel divinity to turn yourself into a draconic avatar. You gain a flying speed of 60 feat and a +2 to your armor class for one minute.
At 8th level, you gain the ability to infuse your weapon strikes with the divine energy of a dragon. 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 damage to the target. The damage type depends on your current Type: Red is fire damage, white is cold damage, green is poison damage, blue is lightning damage, and black is acid damage. When you reach 14th level, the damage increases to 2d8.
At level 17, you gain additional features based on your current type.
You are immune to fire damage.
Your skin is so cold that whenever you a creature escapes your grapple, or you escape a creature’s grapple, that creature takes 8d4 cold damage.
Whenever a creature reduces you to zero hit points, they are poisoned for one minute.
You can cast lightning bolt twice.
You can cast the acid splash cantrip as a bonus action.