Cleric
Base Class: Cleric

The eerie silence, the sharp sting from raw, exposed skin. The brutal conditions of the extreme cold do not bother a cleric of snow, for it is their faith, and their tool. These priests practice the ideals that the world cannot exist in perpetual daylight and warmth, and must be balanced by the chilled long nights of Winter. There is a haunting grace to those who practice under the Domain of Snow, and it suits them. Snow has a deadly beauty to it, and those that can wield it should be respected, and feared.

Snow Spells

1st-level Snow Domain feature

You gain domain spells at the cleric levels listed in the Snow Domain Spells table. See the Divine Domain class feature in the Player’s Handbook for how domain spells work.

Snow Domain Spells

Cleric Level Spells
1st armor of agathys, ice knife
3rd snilloc's snowball swarm, rime's binding ice
5th sleet storm, slow
7th ice storm, greater invisibility
9th cone of cold, control winds

Snowstorm

When you become of cleric of the Snow Domain at 1st level, the gods of ice and frost grant you the ability to call forth a swirling vortex of frigid cold snow. As an action, you may summon a vicious snowstorm to a point you can see within 60 feet of you.

The snowstorm is a 10 foot radius sphere, it lasts for 1 minute, it moves over obstacles and around corners, and you may only have one active at a time. As a bonus action on your turn, you may move the snowstorm up to 20 feet in any direction.

The snowstorm is difficult terrain for hostile creatures and its area is lightly obscured. When a creature enters your snowstorm for the first time in a turn or starts their turn there, you may deal 1d6 cold damage to it. This damage increases by one die when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). You may summon the snowstorm a number of times equal to your Proficiency bonus per long rest.

Channel Divinity: Biting Cold

Starting at 2nd level, you can use your Channel Divinity to empower your allies' weapons with your deadly snow.

As an action, you raise your holy symbol to the sky. Choose a number of creatures' weapons you can see up to 60 feet from you up to your Wisdom modifier (minimum 1). Millions of small ice crystals dance around the weapons for 1 minute.

Whenever one of these weapons deals damage, they deal an additional 1d8 cold damage and all damage dealt with the weapon is considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Hypothermia

At 6th level, your control over the powers of cold magic chill your enemies to the bone. Creatures with a resistance to cold damage take normal damage from any cold damage source you control as if they had no resistance, and creatures immune to cold damage take half damage as if they had only a resistance to cold.

Additionally, your snowstorm has now become a harrowing blizzard. As a bonus action on your turn, you may force a creature within your snowstorm to make a Dexterity saving throw against your spell casting DC or fall prone.

Icy Spells

At 8th level, the divine cold powers granted to you by your god(s) enriches your magic. Your cantrips now deal additional cold damage equal to your Wisdom modifier.

Deathly Cold

At 17th level, your brutally cold magic is focused into everything you do. Whenever you deal damage to a creature with a spell or weapon attack, you may have that creature make a Constitution saving throw against your spell casting DC or their speed drops to 0 until the start of your next turn and they cannot benefit from any outside bonuses to their speed.

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