Cleric
Base Class: Cleric

Quench the Thirst of the Land

The Water Domain draws power from the elemental essence that sustains life and nourishes the world’s growth. Clerics who embrace this domain are guardians of rivers and rain, healers of drought-stricken fields, and benefactors to any who suffer from thirst. They wield the desperate currents of a dying elemental realm, using its dwindling power to restore life’s balance even as they struggle against those who would irreverently drain or destroy that precious resource.

The Water Domain is often revered by druids of secluded oases, defenders of coastal villages, and emissaries of elemental lords who once freely spread their life-giving waters. The few who choose this path bind themselves in solemn pact to the Plane of Water, sworn to irrigate barren lands, cleanse fouled wells, and ensure that no traveler dies parched. At the same time, they are relentless foes of waste and desecration. Those who misuse water to fuel dark sorcery, or cruelly hoard it for profit, soon learn that these clerics’ vengeance is as inexorable as the rising tide.

Level 3: Quench Thirst

You can chew on almost anything and extract moisture from it. Mud, plant matter, even rock will yield up to half of your daily water requirement.

Additionally, the first time each day a creature drinks from water carried on your person in a vessel such as a bottle or water skin, that creature regains 1d4 Hit Points. The maximum number of creatures than can benefit from this effect in a day is 10. A creature may again drink from your water supply, but the healing effects will not occur again.

Level 3: Water Domain Spells

Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Water Domain Spells table, you thereafter always have the listed spells prepared.

Water Domain Spells
Cleric Level Prepared Spells
3 Barkskin, Create or Destroy Water, Fog CloudLocate Animals or Plants
5 Water Breathing, Water Walk
7  Conjure Minor Elementals, Control Water
9 Commune with Nature, Cone of Cold

Level 3: Resist Water

Using your Reaction, you can choose to ignore the element of water for a number of minutes equal to your proficiency bonus. This includes, but is not limited to:

  • Gaining the ability to breathe underwater.
  • Resisting the effects of spells that create or manipulate water.
  • Being able to move through water as if it wasn't there.

After the duration of this ability ends, you are subject to all usual and appropriate effects. You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a Long Rest.

Level 6: Elemental Gate: Water

As a Magic action, you present your Holy Symbol and expend a use of your Channel Divinity to gate material directly from the Elemental Plane of Water plane into the Material Plane. The material enters the plane as a 20 ft cube of simple, pure water and may be summoned to any point within 50 ft of the caster with the following restrictions:

  • It can appear anywhere from ground level to a point 50 ft in the air.
  • It may be directed to a very specific point, such as directing water over an empty jug, but cannot be summoned into or summoned to surround any other item or being. 
  • Once it enters the plane, it becomes subject to the effects of natural forces i.e. gravity.

Material that is gated to the plane remains there permanently unless destroyed or changed by other means.

Level 17: Font of Renewal

As a Magic action, you call forth a gentle torrent of life-giving water, causing a 30-foot Emanation originating from yourself. This causes swirling mist and shimmering droplets to surround you for 1 minute or until you dismiss it (no action required). While this aura lasts, you and your allies treat it as a nourishing oasis amid the harshest conditions.

  • Restorative Mists. At the start of each of your turns, you and each ally of your choice within the aura regain a number of Hit Points equal to your Wisdom modifier (minimum of 1).
  • Quenching the Flames. Creatures of your choice in the aura have Resistance to Fire damage.
  • Easing the Burden. The aura’s soothing moisture helps alleviate exhaustion. Any ally who spends at least one full turn within the aura reduces their level of Exhaustion by one at the end of that turn (to a minimum of zero).

Once you use this feature, you can’t do so again until you finish a Long Rest.

Comments

Posts Quoted:
Reply
Clear All Quotes