Winter Domain Spells
1st: Armor of Agathys (Auril), Ice Knife
3rd: Gust of Wind, Ice Shape
5th: Elemental Weapon (Cold), Sleet Storm
7th: Ice Storm, Blight
9th: Cone of Cold, Conjure Ice Elemental
Bonus Proficiencies: All Axes
Winter Acolyte: At first level, you gain Resistance to Cold and suffer no penalties from cold weather or environments.
Frost’s Fortitude: You may choose to use your Wisdom modifier instead of Dexterity for determining AC when in light or medium armor.
Cold Snap As an action, present holy symbol and call upon the wrath of winter. One creature within 60 feet must make a Constitution saving throw or becomes frozen and is unable to take actions. The creature repeats this saving throw at the end of each of its turns and is frozen for up to one minute. Creatures with cold immunity are not affected and creatures with resistance to cold damage make their saving throws with advantage.
Rime Starting at 6th Level, you can rime with frost those who would dare to strike you or your allies. When a creature you can see within 30 feet of you attacks you or any other creature, you may use your reaction to chill the attacking creature with a torrent of arctic power. Until the end of its next turn, its movement speed is halved and the first saving throw the creature makes is made with disadvantage. This ability has no effect on creatues with resistance to cold damage. You can use this feature a number of times equal to your Wisdom modifier and regain expended uses after a long rest.
Blessing of Snows At 8th Level, 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. When you reach 14th level, the extra damage increases to 2d8.
Blizzard Starting at 17th level, you can unleash the the might of your deity in a powerful flurry of ice and snow. As an action you may begin concentrating and conjure a blizzard, centered in a point you can see within 120 feet, which occupies a 40 foot tall cylinder with a 30 foot radius. The area is heavily obscured. Creatures starting their turn within the blizzard (other than those you designate) must make a Constitution saving throw against your spell save DC. If a creature fails, it is subject to your Rime feature without you expending any of its uses. The blizzard lasts for one minute or until you lose concentration. Once you use this ability, you require a long rest before you may use it again.
The winter domain contains the following new spells.
Casting Time: 1 action
Range: 60 feet
Components: S, M (a drop of water or piece of ice)
You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of the point where the ice exploded must succeed on a Dexterity saving throw or take 2d6 cold damage. At Higher Levels, when you cast this spell using a spell slot of 2nd level or higher, the cold damage increases by 1d6 for each slot level above first.
2nd level transmutation
Casting Time: 1 action
Range: 30 feet
Components: V, S
You cause a section of ice, no more than 10 feet in any dimension, to form itself into any shape you desire. For example, you could shape a piece of ice into a weapon, an ice sculpture, or a small passage through a wall, as long as the wall is less than 10 feet thick.