Cold Domain

The Cold domain is associated with the magics that use ice and snow. It uses the essence of frigid lands to affect the environment and all those around them.

#### Domain Spells

You gain domain spells at the cleric levels listed in the Cold Domain Spells table. See the Divine Domain class feature for how domain spells work.

Cold Domain Spells
 3rd
 5th
 7th
 9th

\*A variant of the spell that deals cold damage instead of force damage, but is otherwise unchanged.

\*\*Only Air, Water, or Cold elementals

#### Cold Soul

At 1st level, you learn the ray of frost cantrip, which counts as a cleric spell. You also gain proficiency in Nature or Survival.

#### Channel Divinity: Shielding Ice

Starting at 2nd level, you can use your Channel Divinity to temporarily shield yourself from damage. As a reaction when you take damage, you blanket yourself beneath a layer of ice, which melts away at the end of your next turn. You gain 10 temporary hit points per your cleric level, which takes as much of the triggering damage as possible. Immediately after you take the damage, you gain vulnerability to fire damage, your speed is reduced to 0, and you are incapacitated. These effects, including any remaining temporary hit points, all end when the ice melts.

#### One With The Cold

Starting at 6th level, gain resistance to cold damage, and you have advantage on all saving throws against cold spells and effects. Once per turn when you roll cold damage, you can reroll the damage dice and use either total.

#### Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with the frigid chill of winter. 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.

#### Embodiment of Winter

Starting at 17th level, once per long rest you can use a bonus action to magically transform yourself into a Huge-sized elemental creature resembling a swirling cloud of wind, ice, and snow. Any equipment you wear or hold molds into your new form

You gain the following benefits when you take on this elemental form:

* You gain 138 temporary hit points
* Gain a Fly speed of 30 ft. (hover)
* Your Strength and Dexterity scores becomes 20. All other ability scores remain unchanged
* **Damage Resistances** Lighting, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
* **Damage Vulnerabilities** Fire
* **Damage Immunities** Cold
* **Condition Immunities** Exhaustion, Grappled, Paralyzed, Petrified, Prone, Restrained, Unconscious
* **Air Form**. You can enter a hostile creature’s space and stop there. You can move through a space as narrow as 1 inch wide without squeezing.
* **Frigid Aura**. Each creature within 10 feet of you takes 5 cold damage at the start of each of your turns.
* **Action: Multiattack**. You can make two slam attacks.
* **Action: Slam**. *Melee Weapon Attack*: +9 to hit, reach 10 ft. one target. *Hit*: 9 (1d8+5) bludgeoning damage and 7 (2d6) cold damage.
* **Action: Snow Storm**. You create a storm of blinding snow in a 20-foot-radius sphere centered on yourself, which moves with you. The area within the sphere is heavily obscured. The effect lasts for up to 1 minute. It ends early if you are incapacitated, if you die, or if you dismiss it as a bonus action.