Cleric
Base Class: Cleric

Nature is a wide category for many clerics, but some spend more of their focus on certain aspects than others. Clerics who pray to gods and goddesses of the oceans, rivers and great lakes of the worlds are often granted greater blessings over water and the tides.

These followers and worshippers of water can often be found in places that highly depend upon the waters to aid the local populace, such as fishing villages, cities constructed over great rivers or under the ocean itself. They often aid their people in times of peril and ensure the powers that governs the waters is appeased and worshipped to continue to receive its bounty.

Bonus Cantrip

When you choose this domain at 1st level, you gain the shape water cantrip if you don’t already know it.

Blessing of the Sea

Also at 1st level, you gain a swim speed of 30 feet. In addition, you may hold your breath for minutes equal to your cleric level plus your constitution modifier.

Channel Divinity: Blessed Waters

Starting at 2nd level, you can use your Channel Divinity to bless water, mending your allies and dealing cold damage to evil creatures.

As an action, you present your holy symbol, and to purify water within 60 feet of you. Each ally either in open rain or partially submerged in water within 60 ft. regains hit points equal to a number of d4 times your cleric level. Any fiends, undead or aberration in open rain or partially submerged in water must make a constitution save (based on your spell casting modifier) or take 2d10 + your cleric level as cold damage (half damage on success).

Spirit of the Sea

Starting at 6th level, you gain resistance to cold damage.

In addition, while you are in water or in rain, you can spend an action to absorb the water to mend your wounds. You regain hit points equal to 2 times you Cleric level. This feature can be used a number of times equal to your Wisdom Modifier. You regain uses of this ability when you take a long rest.

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature 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.

The Water Listens

Starting at 17th level, gain the Control Weather spell. This spell does not count to your total spells known and is always prepared. You may cast the spell once per long rest without expending a spell slot. 

In addition, any spells that would normally effect or create wind based effects now apply the same effects they would normally produce if you cast them  underwater. For example Gust of Wind could be cast to knock enemies away while underwater.

Previous Versions

Name Date Modified Views Adds Version Actions
6/25/2019 7:40:11 PM
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