Ice Domain

The icy secrets, found only at the risk of hypothermia atop mountains, puts the priest in contact with the Saint himself, who can be seen walking across the freezing winds. Priests emerge from the experience changed, with blue and white beards. From then on, they are disciples of Id, and their power over ice is exercised to protect their clan against all enemies.

Cleric Level Spells
1st armor of agathys, chromatic orb (cold only)
3rd gust of wind, shatter
5th sleet storm, elemental weapon (cold only)
7th ice storm, wind wall
9th cone of cold, fire shield

Ice Walk

At 1st level, you can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn’t cost you extra moment. At 6th level, you can use a handy weapon to grant you a climbing speed. While wielding a light melee weapon that inflicts piercing damage, you can use it to climb at a speed equal to half your walking speed. If you wield a light piercing weapon in each hand, your climb speed equals your walking speed. When moving in this fashion, you can’t use one of the weapons in combat. If you are wielding two weapons and use one while climbing, you have disadvantage to attack with it and your climbing speed is reduced to 15 feet that round.

Beard of Rime

At 1st level, your hair and beard grows unnaturally long and turns the color of ice and snow. You gain proficiency in the Survival and Stealth skills. You have advantage on Dexterity (Stealth) checks made to hide in snowy terrain.

Blessings of the Spire

Starting at 2nd level, you are acclimated to high altitude, including elevations above 20,000 feet, and considered naturally adapted to cold climates. At 6th level, you gain resistance to cold damage. At 17th level, you gain immunity to cold damage.

Channel Divinity: Ice Shard

Starting at 6th level, your affinity with ice is such that you can fire a shard of it. You use your Channel Divinity to make a ranged spell attack with a range of up to 60 feet, inflicting 2d10 cold plus your cleric level on a hit. At 10th level, hit or miss, the shard explodes within 5 feet of the target. Each creature within that radius must make a Dexterity saving throw or take an additional 2d6 piercing damage.

Channel Divinity: Ice Shield

Beginning at 8th level, you can use your command of the cold to instantly block attacks by creating a barrier of ice. If you or a creature you can see within 30 feet of you takes damage, you can expend one use of your Channel Divinity and use your reaction to reduce that damage by 2d10 plus your cleric level.

Alternately, you can craft any object out of ice or snow. You gain proficiency in woodcarver’s and mason’s tools and expend one use of your channel divinity to produce an object or item made of ice equal to your cleric level in lbs. or cubic feet. If there is existing ice or snow within 30 ft. feet of you, you can use that material to increase the size of the object accordingly by 1 lb. per cubic foot of ice or snow.

Winter is Coming

Starting at 17th level, you are coated with a protective frost. You ignore all the effects of exhaustion other than death. In addition, when you are hit with a melee attack, any attacker within 5 feet of you has its speed reduced by 10 feet until the start of your next turn. This feature has no effect on creatures resistant or immune to cold damage.

Section 15: Copyright Notice

5E RPG: Steampunk Adventures. Copyright 2022, Mal and Tal Enterprises, LLC; Author Michael Tresca.

This is not the complete section 15 entry - see the full license for this page