Cleric
Base Class: Cleric

Water is essential to creation, but it is also an untamed, destructive force. Gods of nature, tempests, spirituality and healing include water in their portfolios, blessing their followers with the abilities to connect with this primal source of life. Clerics of the Water Domain seek to harmonize with their environments, sometimes growing distant from civilization, but most find a deep compassion in their souls, often taking care of the unfortunate and providing shelter and guidance. However, like the tides, these clerics can turn into unforgiving figures, proving themselves zealous champions and protectors of their cause.

Acolyte of Water

When you choose this domain at 1st level, you gain the shape water cantrip if you don't already know it. You also gain proficiency in one of the following skills of your choice:

Athletics, Nature, or Survival.

 

as well as scale mail armor 

Gift of the Seas

Also at 1st level, you gain a swimming speed of 30 feet and the ability to breathe underwater.

Channel Divinity: Turning Tides

Starting at 2nd level, you can use your Channel Divinity to manifest both the healing capabilities of water and its unyielding wrath.

As an action, you present your holy symbol and conjure torch-like orbs of transparent water that hover around you, not occupying any space. The number of orbs summoned is equal to your Wisdom modifier, and they disappear after 1 minute or immediately after they come into contact with a creature.

As a bonus action, you can direct one of these orbs to move up to 60 feet in any direction. If an orb encounters a hostile creature, that creature must succeed on a Dexterity saving throw or take cold damage equal to your cleric level + your Wisdom modifier and have its speed halved until the start of your next turn. If an orb encounters a friendly creature, that creature regains hit points equal to your cleric level + your Wisdom modifier.

Water Whip

create a whip of water that shoves and pulls a creature to unbalance it. A creature that you can see that is within 30 feet of you must make a Dexterity saving throw. On a failed save, the creature takes 3d10 bludgeoning damage, and you can either knock it prone or pull it up to 25 feet closer to you. On a successful save, the creature takes half as much damage, and you don’t pull it or knock it prone. 
Plus it can be used against your allies too to heal them for 3d10 HP while pulling them towards you as well.

Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Puddle Portal

You can magically open temporary conduits to watery destinations. As an action, you can teleport yourself and up to five other willing creatures that you can see within 30 feet of you. Amid a whirl of tentacles, you all vanish and then reappear up to 1 mile away in a body of water you’ve seen (pond size or larger) or within 30 feet of it, each of you appearing in an unoccupied space within 30 feet of the others.

Once you use this feature, you can’t use it again until you finish a short or long rest.

Water Domain Image

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