DerekSTheRed
Explorer
I'm creating a Cold Cleric Domain for world building purposes but I'd like some feedback on if this would work for PCs or if it should be a Villainous Option only. The deities that would grant access to this domain would be Thrym from the Nonhuman and Norse pantheons* and Auril from Forgotten Realms. I created this specifically for Kriesha in Birthright but it should work for the others.
*Anyone else notice the Norse Thrym is god of fire giants and cold instead of frost giants and cold like in the Nonhumans pantheon? I'm guessing typo but maybe I don't know my Norse mythology well enough.
New Cleric Doman: Cold
Note: Spells followed by (EEPG) are detailed in the Elemental Evil Player's guide
Darkness Domain Spells
* Unless you gain this spell from another source, you may only select the Cold damage type.
** Unless you gain this spell from another source, you can only summon ice mephits with it.
Bonus Proficiency
When you choose this domain at 1st level, you gain the chill touch or ray of frost (pick one) cantrip if you don't already know it.
Distracting Cold
Also at 1st level, when you deal cold damage one of the targets (you choose) can’t take reactions until the end of your next turn.
Channel Divinity: Slowing Cold
Starting at 2nd level, you can use your Channel Divinity to slow your enemies. When you roll cold damage, you can use your Channel Divinity to halve the target’s speed until the end of your next turn.
Channel Divinity: Improved Distracting Cold
Starting at 6th level, when you deal cold damage, you can use your Channel Divinity as a reaction to prevent one of the creatures (you choose) from making more than one melee or ranged attack during its turn regardless of the creature’s abilities or magic items.
Cold Strike
At 8th level, you gain the ability to infuse your weapon strikes with unholy 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.
Avatar of Cold
At 17th level, you can use your action to create an aura of cold and ice that lasts for 1 minute or until you dismiss it using another action. All light in the 30-foot radius becomes lessened with bright lights becoming dim light and dim lights becoming darkness. Your enemies in the darkness have disadvantage against any spell or weapon that deals cold damage.
*Anyone else notice the Norse Thrym is god of fire giants and cold instead of frost giants and cold like in the Nonhumans pantheon? I'm guessing typo but maybe I don't know my Norse mythology well enough.
New Cleric Doman: Cold
Note: Spells followed by (EEPG) are detailed in the Elemental Evil Player's guide
Darkness Domain Spells
Cleric Level | Spells |
1st | Absorb Elements* (EEPG), Ice Knife (EEPG) |
3rd | Darkness, Snilloc’s Snowball Swarm (EEPG) |
5th | Elemental Weapon*, Sleet Storm |
7th | Conjure Minor Elementals**, Ice Storm |
9th | Cone of Cold, Mislead |
** Unless you gain this spell from another source, you can only summon ice mephits with it.
Bonus Proficiency
When you choose this domain at 1st level, you gain the chill touch or ray of frost (pick one) cantrip if you don't already know it.
Distracting Cold
Also at 1st level, when you deal cold damage one of the targets (you choose) can’t take reactions until the end of your next turn.
Channel Divinity: Slowing Cold
Starting at 2nd level, you can use your Channel Divinity to slow your enemies. When you roll cold damage, you can use your Channel Divinity to halve the target’s speed until the end of your next turn.
Channel Divinity: Improved Distracting Cold
Starting at 6th level, when you deal cold damage, you can use your Channel Divinity as a reaction to prevent one of the creatures (you choose) from making more than one melee or ranged attack during its turn regardless of the creature’s abilities or magic items.
Cold Strike
At 8th level, you gain the ability to infuse your weapon strikes with unholy 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.
Avatar of Cold
At 17th level, you can use your action to create an aura of cold and ice that lasts for 1 minute or until you dismiss it using another action. All light in the 30-foot radius becomes lessened with bright lights becoming dim light and dim lights becoming darkness. Your enemies in the darkness have disadvantage against any spell or weapon that deals cold damage.
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