Cleric Level………. Spells
1st………. Chromatic Orb(Cold Only), Create or Destroy Water
3rd………. Flame Blade, Flaiming Sphere
5th………. Water Walk, Water Breathing
7th………. Control Water, Ice Storm
9th………. Cone of Cold, Wall of Ice
(Subsitute fire in all domain spells for cold)
At 1st level when youre wearing no armor your AC is equal to 10 + WIS mod + DEX mod. This effect is dispeled after taking more than 1/4 you hit point maximum in damage. You can restore your armor during a short or long rest.
At 1st level you gain proficentcy with all martial weapons and learn the Ray of Frost cantrip.
Channel Divinity: Frozen Strike
At 2nd level you have learn to channel freezing energy into your strikes.
You present a holy symbol and call to your god. Your next strike within the next 3 rounds deals extra damage equal to (1d8 x the maximum number of channel divinity uses) in cold damage and the target must make a CON saving throw, becoming immobilized in ice for 1d4 rounds on a failed save.
At 6th level you are now resistant to cold damage (Immune if you already have resistance). Also you cant be killed by freezing weather conditions.
Channel Divinity: Water Bullet
At 8th level you understand the pressure water can stand.
You present your holy symbol in prayer,this creates 3 water spheres 1 inch in diameter. As a bonus action on your turn you can hurl one of the spheres at great speed dealing 2d8 piercing damage and causing the enemy to make a CON saving throw, taking 2d8 cold damge on a failed save or half as much on a successful one. This damage increases to 3d8 at 12th level and 4d8 at 16th level.
At 17th level any spell you cast can be imbued with ice. You may add a component of 10 gp worth of crystals to change any damage type to cold. You may also maximize the damage a number of times per day equal to you WIS mod.