1: Domain Spells, Divine Blizzard, Herald of Winter
2: Channel Divinity: Icy Embrace
6: Numb to Pain
8: Blessed Strikes
17: Relentless Winter
Starting at 1st level, you can surround yourself in a momentary blizzard. As a bonus action, you swirl with icy wind and freezing magic. Until the end of your next turn, the area within 10 feet of you is lightly obscured by snow and icy mist, and when a creature ends its turn within 10 feet of you, you can choose to deal it cold damage equal to your proficiency bonus.
You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.
At 1st level, you gain the frostbit cantrip. This cantrip counts as a cleric cantrip for you, but it doesn’t count against the number of cleric cantrips you know.
In addition, you are immune to the effects of cold weather.
Starting at 2nd level, you can use your Channel Divinity to add a touch of harsh winters to your spells and abilities.
When you deal cold damage to a creature with a cleric spell of class feature, you can use your reaction to attempt to freeze it with divine will. The creature must make a Fortitude saving throw against your spell save DC. On a failure, the target is restrained for 1 minute. It repeats the saving throw at the end of each of its turns, ending the effect on a success.
At 6th level, you gain resistance to cold damage and the DC for concentration checks you make no longer has a minimum of 10.
You are blessed with divine might in battle. Starting at 8th level, once per round, when you would deal damage to a creature with a weapon attack or a cleric cantrip, you may deal an additional 1d8 points of damage of a type appropriate for you domain (see Narrator). At 14th level, the additional damage with weapon attacks increases to 2d8 (cantrips still only deal an additional 1d8).
Starting at 17th level, your body can thrive in even the harshest of winters. You gain the following benefits:
You ignore all of the effects of Fatigue, save for the last level.
You are coated with a protective frost. When you are hit with a melee attack by an attacker within 5 feet of you, if the attacker doesn't have resistance or immunity to cold damage, its speed is reduced by 15 feet and it has disadvantage on weapon attacks rolls until the end of its next turn.