The Winter domain is concerned with the forces of winter, of ice and snow. Clerics that dedicate themselves to the Winter domain find comfort in the dark of the north, growing stronger when most life grows weakest.
Winter Domain Spells
| Cleric Level | Spells |
|---|---|
| 1st | false life, ice knife |
| 3rd | Snilloc’s snowball swarm, ray of enfeeblement |
| 5th | feign death, sleet storm |
| 7th | blight, ice storm |
| 9th | cone of cold, contagion |
Bonus Proficiency
When you choose this domain at 1st level, you gain proficiency with heavy armor.
Heart of Ice
Also at 1st level, you become immune to cold damage. Additionally, you learn the chill touch cantrip, which doesn’t count against the number of cleric cantrips you can know.
Channel Divinity: Cold Snap
Starting at 2nd level, you can use your Channel Divinity feature to invoke the power of the winter directly. When you roll cold damage, you can use your Channel Divinity to deal maximum damage instead of rolling.
Freezing Strike
At 6th level, when you deal cold damage to a Large or smaller creature, you can also reduce its movement speed by 10 feet 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, and when you reach 20th level, the extra damage increases to 3d8.
Avatar of Winter
At 17th level, you can use your action to active an aura of winter that lasts for 1 minute or until you dismiss it as a bonus action. You emit a chilling aura in a 60-foot radius. Your enemies in the aura move as if through difficult terrain and have disadvantage on all Strength and Dexterity saving throws.