Cold Domain

Followers of deities dedicated to the chill of winter and the cold between the stars don’t tend to be kind, generous people. Indeed, they are generally regarded as cold hearted. The most notorious of cold aligned deities is the Demon God of Ice and Snow. While not all cold domain followers are as cannibalistic and hateful as His frigid clerics, most are not much better.

Cold Domain Spells
Cleric Level Spells
1st burning hands, create or destroy water
3rd gust of wind, scorching ray
5th meld into ice*, water walk
7th control water, ice storm
9th cone of cold, flame strike

Cold Conversion

Beginning at 1st level when you choose this domain, any spell you cast that inflicts energy damage, i.e. fire or radiant, instead inflicts cold damage.

Also, if a creature suffers cold damage that you caused, they must make a Constitution save with a DC equal to your spell save DC or have their speed reduced by half until the end of their next turn.

Channel Divinity: Icy Blast

Starting at 2nd level, you can use your Channel Divinity to call forth a blast of icy cold air.

As an action, you present your holy symbol and evoke your deity’s name. You project a 15-foot cone of frigid cold air originating from your holy symbol. All creatures caught in this cone must make a Constitution save against your spell save DC or suffer 2d8 cold damage (half damage on a successful save) and gain the stunned condition until the end of your next turn.

The Cold That Bites

At 6th level, when you cause cold damage to a creature that damage lingers. The creature takes an additional 1d4 cold damage at the end of its turn for an amount of rounds equal to your Wisdom modifier. This damage increases to 1d6 cold damage at 10th level, and 1d8 cold damage at 15th level.

Divine Strike

At 8th level, you gain the ability to infuse your weapon’s 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.

Cold of Death

Beginning at 17th level, when you kill a creature with cold damage, as a bonus action you may absorb some of their soul. When you do so you regain hit points as if you expended a hit die.

Section 15: Copyright Notice

The Lost Lands World Setting: 5th Edition Rules Addendum, © 2020, Frog God Games; Author Kenneth Spencer

This is not the complete section 15 entry - see the full license for this page