The stars of Pash-Mara
Winter Domain spells
1st Armor of agathys, ice knife
3rd Gust of wind, Snilloc’s snowball swarm
5th Gaseous form, Sleet strorm
7th Conjure minor elementals (ice mephits)
9th Cone of cold, Control winds
You learn either the frostbite or ray of frost cantrip. Whenever you learn a cleric cantrip past 1st level you can instead learn the cantrip you have not already chosen from this feature. All Cantrips learnt from this feature count as cleric cantrips for you. In addition, you take no penalties and suffer no dammage from cold environments or weather.
Also at ist level winters pwoer grants you endurance and strenghth where others would falter when determining the AC You would recieve from medium armor, you may xhoose to use your strenght modifier in place of your dexterity modifier. The maximum benefit you may recieive from your modifier is unchanged, however. Additionally, you gain proficiency. Additionally, you gain proficiency with short swords.
Channel divinity: cold snap
Beginning at 2nd level, you can use your channel divinity to wreath those who oppose you in the fury of winter, instantly freezing them in place. As an action, you may present your holy symbol and call upon the wrath of your deity. One creatuure within 60 feet of you must make a constitution saving throw against your spell save DC. If it fails, the creature becomes frozen, and is restrained and unable to take actions, The creature repeats this saving throw at the end of each of its turns, and is frozen for one minute or until it succeeds on this saving throw. Creatures with immunity to cold damage are not affected by this ability, and a creature with resistance to cold damage makes their saving throws with advantage when targeted by this ability
Starting at 6th level, You can rime with frost those who would dare strike you or your allies. When a creature you can see within 30 feet of you attacks you or any other creature, you may use your reaction to chill the attacking creature with a torrent of arctic power, slowing their movementts and draining their fotitude. Until the end of the affected creature’s next turn, its movement speed is halved and the first Strenght, Dexterity, or Constitution saving throw the creature makes is made with disadvantage. This ability has no effect on creatures with immunity or resistance to cold damage. You can use this feature a number of times equal to your wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest. Additionally, your attacks and spells (but not you abilities and class features) ignore cold resistance.
Blessing of snow
At 8th level, you gain the abbility to infuse your weapons strikes or spells with the frozen ire of your god, Choose one of the following options
1. You add your wisdom modifier in cold damage to the damage you deal with any cleric cantrip
2. Once on each of your turns when you hit a crature 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.
Starting at 17th level, you can unleash the might of your deity in a pwerful flurry of ice and snow, engulfing yor foes in a raging snowstorm. As an action you may begin concentrating and conjure a blizzard, centered in a point you can see within 120 feet, which occupies a 40 foot tall cylinder with a 30 foot radius. The area that the blizzard occupies is heavily obscured. Creatures starting their turn within the blizzard (Other than those you designate) must make a constitution saving throw against your spell save DC. If a creature fails, it is subject to your rime feature without you expending any of its uses. Creatures with resistance or immunity to cold damage are not affected by rime. The blizzard lasts for one minute until you lose concentration, or until you dismiss it as no action. Once you use this ability, you require a long rest before you may use it again.