Cold Domain

Master of cold, God of ice, cold, snow, and winter. They are fearsome and ruthless, and their goals are none other than to cover all of Oerth in an endless bitter winter. Worshipped primarily out of fear, temples are built to them in areas where blizzards have destroyed nature, and in these areas she is often prayed to for mercy.

COLD DOMAIN SPELLS

Cleric LevelSpells
1st armor of Agathys, ice knife*
3rd Snilloc’s snowball swarm*, warding wind*
5th gaseous form, sleet storm
7th ice storm, wall of ice
9th cone of cold, control winds

*spell found in Xanathar’s Guide to Everything

INITIATE OF ICE

Starting at 1st level, you gain the ray of frost cantrip. When you reach 4th level, you gain the frostbite cantrip. Both of these cantrips count as cleric cantrips for you. In addition, you are naturally adapted to cold climates and do not require cold weather gear in cold climates. You have advantage on saving throws against exhaustion because of cold weather.

CHANNEL DIVINITY: FROST FINGERS

At 2nd level, you can use your Channel Divinity to make ice form on an enemy to slow its movements. A creature of your choice within 30 feet of you must make a Constitution saving throw or be affected.

An affected target’s speed is halved, it takes a -2 penalty to AC and Dexterity saving throws, and it can’t use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature’s abilities or magic items, it can’t make more than one melee or ranged attack during its turn.

If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn’t take effect until the creature’s next turn, and the creature must use its action on that turn to complete the spell. If it can’t, the spell is wasted.

A creature affected by this spell makes another Constitution saving throw at the end of its turn. On a successful save, the effect ends for it.

CHANNEL DIVINITY: ICE BLADE

Starting at 6th level, you gain resistance to cold damage. In addition, you can use your Channel Divinity to conjure a blade made of shards of spinning ice. This blade exists for 1 minute or until you dismiss it from your hand. You must concentrate on this effect in order for it to continue; if you lose concentration, it disappears.

You can use the ice blade to make a melee attack using your spellcasting ability modifier. A hit deals 2d6 slashing damage and 1d6 cold damage. The ice blade counts as a magic weapon for the purposes of dealing resistance and immunity. When used on unattended objects, the blade’s damage ignores damage thresholds of that object.

POTENT SPELLCASTING

By 8th level, you have advantage on saving throws against spells and other magical effects that deal cold damage. In addition, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

HEART OF ICE

At 17th level, you gain immunity to cold damage. You may also harness the cold to make your spells harder to resist. Creatures have disadvantage on saving throws against spells that you cast that deal cold damage. Also, you ignore resistance to cold damage when you cast, and if you roll a 1 on any damage die on a spell that does cold damage, you may reroll those dice and must use the new rolls.


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