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Clerics that worship the god of winter have mastery of ice and cold.

Ice Domain Spells*
Cleric Level Spells
1st Grease, fog cloud
3rd Flame blade, scorching ray
5th Lightning bolt, elemental weapon (cold only)
7th Fire shield, ice storm
9th Cloudkill, cone of cold

*All spells that normally deal fire damage are instead cold versions—flame blade becomes ice blade, for example, and scorching ray becomes freezing ray. Such spells function identically to their fiery counterparts, but summon ice blue flames that freeze instead of burn.

Bonus Proficiency

At 1st level, You gain proficiency in the Survival skill. In addition, any checks you make related to cold conditions such as arctic or tundra, are made at advantage.

Elemental Resistance

Also at 1st-level, you gain resistance to cold damage.

Channel Divinity: Extinguish Flames

Starting at 2nd-level, you can use your Channel Divinity to extinguish flames. As an action, you present your holy symbol and cause candles, lamps, lanterns and low-burning campfires within 120 feet to extinguish. If you use this on a magical fire such as continual flame, you must make a wisdom save against the original caster’s spell save DC (if this DC isn’t known, the default DC is 15). If you succeed, the magical fire is extinguished for 1 minute per point of Wisdom modifier you have (minimum 1 minute). You may use this ability as a reaction to attempt to counter fire-based spells such as burning hands or fireball by succeeding at a Wisdom save against the caster’s spell save DC.

To attempt this, you must be within 120 feet of the caster, be able to see them, and be aware they are casting a spell.

Chill of Winter Dark

Starting at 6th level, whenever you cast a spell that successfully deals cold damage to a creature other than you, you regain hit points equal to 2 + the spell’s level.

Winter’s Affinity

Starting at 10th-level, choose two conjuration or evocation spells that are not on the cleric spell list, which deals acid, fire or lightning damage. This spell is a clerical spell for you. When you prepare these spells, they always deal cold damage instead of their normal damage type, and their visual effect is bluish white (thus, a blue fireball). You also gain one additional prepared spell per day, which must be used to prepare a spell that deals cold damage.

You may choose one additional conjuration or evocation spell to become a cleric spell for you in this manner at 17th level.

Winter’s Doom

At 17th level, whenever you cast a spell which deals cold damage, you may choose to deal maximum damage with that spell. After using this feature, you must complete a long rest before using it again.

Section 15: Copyright Notice

5th Edition Players Guide to Airhde, 1st Printing, Copyright 2019, Troll Lord Games; Author Jason Vey & Stephen Chenault