Cleric
Base Class: Cleric

Deities of polar regions like Auril and Ulutiu tap into a primal power, not the fury of the storm or the intensity of the pyre, but the utter stillness of cold. With life in these regions being harsh and survival uncertain, priests of the cold domain become invaluable, teaching their followers to embrace its gifts and wielding it against enemies. Some deities of deep, cold waters also have an affinity for the domain, such as Istishia, Umberlee, Eadro, Sekolah and Deep Sashelas. Bahamut, god of metallic dragons, Thrym, god of frost giants, and Levistus, one of the Archdevils of the Nine Hells, also command the power of cold due to the nature of their followers or their residence.

Bonus Proficiencies

When you take this domain at level 1, you gain proficiency with heavy armour.

Flesh of Ice

At 1st level, you become immune to the effects of non-magical cold, including difficult terrain caused by non-magical snow or ice, and the effects of Extreme Cold, High Altitude, and Frigid Water, as described in the DMG, page 110. Effectively, you do not need to make Constitution saving throws against cold temperatures or water to ward off exhaustion, and are treated as native to altitudes of ~10,000 feet.

 

Furthermore, whenever you gain temporary hit points, you gain an additional amount of temporary hit points equal to your proficiency modifier.

Cold Domain Spells

 

Cleric Level

Spells

1st

armour of agathys, ice knife

3rd

hold person, snilloc’s snowball swarm

5th

protection from energy, sleet storm

7th

elemental bane, ice storm

9th

cone of cold, hold monster

Channel Divinity: Bathe in Frost

Starting from level 2, you can use your Channel Divinity to bathe allies and enemies alike in a glittering layer of sacred frost. As an action, you raise your holy symbol and call upon the blessed ice, affecting all creatures within a 10 foot radius:

  • Allies (including yourself) gain a number of temporary hit points equal to 1d10 + your cleric level for 10 minutes.
  • Enemies within range must make a Constitution saving throw using your spell DC or become restrained until the end of your next turn.

Bones of Ice

At 6th level, you gain resistance to cold damage.

 

Furthermore, while you have temporary hit points, you gain a +2 to all of your saving throws. Your allies also gain this benefit if they have temporary hit points from your Channel Divinity.

Armour of Frost

Starting at 8th level, when you are hit by an attack, you may use your reaction to expend a spell slot and grant yourself a number of temporary hit points equal to 5 times the level of the spell slot spent. These temporary hit points last until the start of your next turn.

 

At level 13, while you have temporary hit points, wings of frost appear on your back, giving you a fly speed of 30 ft.

Soul of Ice

At 17th level, you become one with the cold. You gain immunity to cold damage and have advantage on saving throws against spells, attacks or effects that deal cold damage.

 

While you have temporary HP, as a reaction to receiving an attack, you may cause your attacker to make a Constitution saving throw using your spell DC. On a failed save, the attack misses and the creature is paralysed by frost until the end of your next turn. Once you use this ability, you must take a short or long rest before you can use it again.

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