Base Class: Cleric
Cold, ice and chill are the attribute of many Gods. It may be also associated with Gods of Night, Gods of Death, or Gods of Sea, Water.
Domain Spells
At each indicated cleric level, add the listed spells to your spells prepared. They do not count towards your limit.
Ice domain Spells:
1st Ice Knife, Shield
2nd Hold Person, Snowball Swarm
3rd Slow, Spirit Shroud
4th Elemental Bane, Ice Storm
5th Cone of Cold, Hold Monster
Coldbane
Starting at 1st level when you chose this domain, you learn how to make sure your power of ice is potent. You know Ray of Frost cantrip, and it's a cleric spell for you. Additionally, any creature hit with a cantrip you cast loses resistance to cold damage if it has any, and if it has cold immunity, it gains cold resistance instead. This effect lasts for one minute.
Channel Divinity: Cold Snap
Starting at 2nd level, you can use your Channel Divinity to create a spiral of ice around you. As an action you present your holy symbol, and each hostile creature within 30 feet of you must make a Constitution saving throw. A creature takes cold damage equal to 1d6 plus your cleric level on a failed save, and is restrained by ice crystals for one minute. A creature can repeat the save on the end of each of their turns. On a successful save creatures take half as much damage, and are not restrained.
Frostbringer
Starting at 6th level, when you cast a spell that deals cold, you can add your Wisdom modifier to one damage roll of that spell. If that spell already adds your Wisdom modifier to the damage, you add additional half your Wisdom modifier instead.
Potent spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Ice Halo
Starting at 17th level, you become the master of ice. As a bonus action you can create an ice halo above your head for 1 minute. While the halo is active, any time a creature is hit with your spell attack or fail a saving throw against your spell spell, if that spell deals cold damage, that creature's speed is halved, and it has disadvantage on all attack rolls until it's next turn.
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