Cleric
Base Class: Cleric

Water is the source of life, and almost all cultures view their sources of water– be they springs, rivers or seas– with respect and fear. Great bodies of water evoke powerful emotional responses in the mortal mind: awe, fear, tranquility and inspiration can all be found in the roar of waves crashing on the shore or the reflection on the surface of a perfectly still lake.

More practically, many people depend on the water for their livelihood, as sailors, merchants, fishermen or even farmers. But water– deep, swift-running, inscrutable water– can be dangerous, and can take life as easily as it gives it. There are many gods of rivers and seas (such as Umberlee, Habbakuk, Deep Sashelas and Poseidon), but gods of creation and magic (such as Mystra, Corellon Larethian and Enki) or nature more generally (such as Eldath, Obad-Hai and Manannan mac Lir) can claim the Water domain too. Some Water clerics worship gods of beauty (such as Sune or Aphrodite), seeing the awesomeness of the waters as a divine gift, while others worship gods of trade and travel (such as Waukeen, Fharlanghn and Tymora).

Chosen of the Waves

At 1st level, you gain a swimming speed of 30 feet, and you can breathe underwater. You also learn the Shape Water Cantrip. This does not count against your known cantrips.

Wave Domain Spells

You learn additional spells when you reach certain levels in this class, as shown on the Wave Domain Spells table. Each spell counts as a Cleric spell for you, but it doesn’t count against the number of Cleric spells you know.

CLERIC LEVEL SPELLS
1st Create or Destroy Water, Ice Knife
3rd Misty Step, Protection from Poison
5th Tidal Wave, Freedom of the Waves
7th Control Water, Ice Storm
9th Cone of ColdMaelstrom

Channel Divinity: Wrath of the Waves

Starting at 2nd level, you can use your Channel Divinity to wield the power of the waves with unchecked ferocity.

As an action, you present your holy symbol and invoke the name of your deity. A forceful 10-foot-high wave of cold water erupts in a 30ft-radius circle around you. Any creatures of your choice within the circle must succeed on a Strength saving throw or take 2d8 bludgeoning damage and knocked prone. On a successful saving throw, creatures take half as much damage and are not knocked prone

Blessing of the Deep

At 6th level, you are now even more at home in the depths. You gain resistance to cold damage. In addition, when you are submerged, any creature that is also submerged can understand your speech, and you can understand theirs, even if you don't share a known language.

Divine Strike

Beginning at 8th level, you may deal an additional 2d8 Poison damage to a water-based spell once per Long Rest.

One with the Waves

Starting at 17th level, your swim speed doubles to 60, and you gain Immunity to Cold damage.

Additionally, you can grant Resistance to Cold damage with up to 6 of your allies. This benefit lasts for an hour. For the duration, they can also breathe underwater and gain a swim speed of 30. If your ally already posses a swim speed of 30 or higher, it is instead increased by 10.

Previous Versions

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4/28/2022 9:58:37 PM
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Wave Domain (Homebrew V2) Image

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