Base Class: Cleric
The Cold Domain was a deity domain that granted divine spellcasters like clerics with cold-themed spells and powers. Gods whose portfolios include the Cold domain include Bahamut, Ulutiu, Thyrm, and most strongly associate with it of all, Auril. Depending on the god, they and thus their clerics may are cruel, fierce, preferring the old god's method of gaining worship out of fear in exchange for safety, like a harsh winter blizzard, while others preferred solitude to the company of others, and spent much of their time in contemplation and meditation, hearts filled with compassion and empathy, like a peaceful breeze in a beautiful winter wonderland that could when anger punish with the a mighty blizzard of cold hard judgement, stern and the most solid of glaciers.
Cold Domain Spells
| Cleric Level | Spells |
|---|---|
|
1st |
frost fingers, armor of agathys |
|
3rd |
snilloc's snowball swarm, heat metal (cold damage instead of fire) |
|
5th |
sleet storm, slow |
|
7th |
ice storm, elemental bane |
|
9th |
cone of cold, control winds |
Bonus Cantrip
When you choose this domain at 1st level, you gain the Chill Touch cantrip if you don’t already know it.
Chilling Touch
Also at 1st level, when you hit a creature with an attack or spell and roll damage against the creature, you can replace the damage type with cold damage
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Channel Divinity: Polar Winds
Starting at 2nd level, you can use your Channel Divinity to wield the power of a might blizzard.
A frigid gust of wind blows around you in a 30 ft. radius, which moves with you, grants you the following benefits :
- The area is difficult terrain for creatures other than you.
- You and a number of willing creatures within 30 feet of you (your choice) equal to your proficiency bonus, PB, are resistant to fire damage and can add cold damage equal to your PB to their attacks once per turn.
- It extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them
- It hedges out vapor, gas, and fog that can be dispersed by strong wind
- The attack rolls of ranged weapon attacks against you and creatures friendly towards you, have disadvantage if the attacks pass in or out of the wind.
Northern Winds
At 6th level, when you deal cold damage to a creature, you can reduce the targets speed by 10ft until the start of your next turn.
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. 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 cold damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Chilly Boon
At 17th level, you gain the following benefits :
- Difficult terrain composed of ice or snow doesn't cost you extra movement.
- You gain the Wall of Ice, Investiture of Ice, and Otiluke's Freezing Sphere spells as spells that you have prepared, but do not count as spells that you prepare each day. In addition, you can cast the Wall of Ice, Investiture of Ice, and Otiluke's Freezing Sphere spells once without requiring a spell slot, and you regain the ability to do so when you finish a long rest..
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