Clerics who worship a god of ice or winter channel both their deity’s freezing wrath and tranquil beauty. There are very few winter deities. Some are spiteful and bitter as a winter fey, such as Thrym. Yet others, like Skadi, guide their followers through harsh winters and icy terrain with care. Some are better known for their other domains, or represent all the seasons. Most winter deities are cold and distant, but a few are warm and friendly.
The opposing force to this domain is Forge, which is always in constant heat and motion.
Cold Domain Spells
You gain domain spells at the cleric levels listed in the Cold Domain Spells table. See the Divine Domain class feature for how domain spells work.
Cleric Level | Spells |
---|---|
1st | armor of agathys, ice knife |
3rd | hold person, ice sculpture |
5th | cold snap, sleet storm |
7th | frost armor, ice storm |
9th | cone of cold, hold monster |
Herald of Winter
When you choose this domain at 1st level, you gain proficiency with heavy armor and you learn your choice of cantrip of either frostbite or ray of frost. That cantrip is a cleric spell for you, and it doesn’t count against the number of cantrips you can know as a cleric.
In addition, you don’t suffer the effects of extreme cold, as described in the Dungeon Master’s Guide.
Divine Blizzard
Also at 1st level, you learn how to surround yourself in a momentary blizzard. As a bonus action, you swirl with icy wind and freezing magic. Until the end of your next turn, the area within 10 feet of you is lightly obscured by snow and mist. When a creature ends its turn within 10 feet of you, you can choose to deal it cold damage equal to your proficiency bonus.
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: Icy Embrace
Starting at 2nd level, when you deal cold damage to a creature with a cleric spell or class feature, you can use your Channel Divinity to freeze it with divine will. The creature must make a Constitution saving throw. On a failed save, the creature is restrained for 1 minute. It repeats the saving throw at the end of each of its turns, ending the effect on a success.
Cold Numbness
At 6th level, you gain resistance to cold damage, and you have advantage on saving throws made to maintain concentration when you take damage or to resist the effects of magical pain (such as from the Power Word: Pain spell).
Potent Spellcasting
At 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Relentless Winter
When you reach 17th level, you gain immunity to cold damage, and you ignore all the effects of exhaustion other than death.
In addition, you are always coated with protective rime. Whenever you are hit with a melee attack by an attacker within 5 feet of you, if the attacker doesn’t have resistance or immunity to cold damage, its speed is reduced by 15 feet and it has disadvantage on weapon attack rolls until the end of its next turn.