Cold Domain

Cold Domain

Code of Conduct: You must wear lighter clothing than reasonable so that you always are at risk for exposure or bath in cold water.

Granted Powers: Your reverence for cold is such that you do not seek to avoid it, but embrace it and its chilling power.

  • Numbing Touch (Su; Wis): You can numb a target with bone-chilling cold as a melee caster check. The target must make a Fortitude saving throw or be staggered for one round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. This ability can also freeze an amount of water equal to 1 gallon per level.
  • Aura of Cold (Su; cold; Wis): At 8th level, you can emit a 30 ft. aura of cold for a number of rounds equal to your level, though they need not be consecutive. Enemies within this aura take 1d8 points of cold damage plus 1 point for every 2 cleric levels you possess, and also take 1 point of Dexterity damage if they fail a Fortitude save. Creatures that do not take cold damage do not take Dexterity damage.

Domain Spells: 1st—chill touch, 2nd—resist energy, 3rd—sleet storm, 4th—creeping ice, 5th—elemental body II (cold creatures only), 6th—ice crystal teleport, 7th—ice body, 8th—summon monster VIII (cold creatures), 9th—polar midnight

OPEN GAME LICENSE Version 1.0a - All text is Open Game Content.