Base Class: Cleric
The gods of the rivers, lakes, rains, and seas vary from wrathful storm lords to gentle life bringers. The more violent gods of storms hold sway over the Tempest domain, but the gods of sea life, healing waters, flowing rivers, and blessings of rain belong to another domain: Water. These gods can include beings like Anuket of Egypt, Glaucus of Greece, Chaac of the Maya, Habbakuk from Dragonlance, Eldath from the Forgotten Realms, and Obad-Hai from Greyhawk. The priests of these deities bless fishermen with safety and a plentiful catch and farmers with rain for a strong harvest, utilize the life-giving waters to cleanse disease and heal the sick, and protect the sanctity of the rivers, lakes, and seas as well as the creatures that reside there. Don't confuse this peaceful nature with pacifism, though, as Water clerics will defend their charges, violently if need be.
Bonus Cantrip
When you choose this domain at 1st level, you gain the Shape Water and Ray of Frost cantrips. For you, these cantrips count as cleric cantrips.
From the Depths
At 1st level you gain proficiency with the trident, gain a swim speed of 30, and can breathe underwater.
Channel Divinity: Watery Spirit
Starting at 2nd level, you can use your Channel Divinity to protect an ally with a spirit of the ocean. As an action, you present your Holy Symbol and touch an ally, granting him your god's blessing. A small watery spirit in the shape of an aquatic creature begins to hover over their shoulder, and for the next minute they are healed for an amount equal to half your Cleric level rounded down at the start of each of their turns, minimum of 1. In addition, they are healed for the same amount whenever you cast a spell of first level or higher. Until this effect ends, you can use a bonus action to switch the spirit to another ally.
Soothing Mist
Starting at 6th level, you can douse flame and blanket allies in a protective mist. As an action you present your holy symbol and extinguish all open flames within 30 feet of you.
Additionally, choose a number of creatures within 30 feet of you equal to your wisdom modifier (minimum of 1). The chosen creatures gain temporary hit points equal to twice your cleric level, while these hit points exist that creature has resistance to fire damage. You can use this feature once per long rest.
Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Mastery of the Sea
Starting at 17th level, you gain resistance to fire and cold damage and your swim speed increases to 60. Additionally, when you use Watery Spirit on an ally you choose to give them resistance to either fire or cold damage for the duration, and they also can breathe underwater and have a swim speed of 30.
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