Base Class: Cleric
A Toa of Water, you have been chosen by Mata Nui to bathe the world in his healing wave, giving you control of water and liquid. Ga-Matoran, those who are born from the sea, are kind, loving, passionate people, eager to please but quick to defend their friends when threatened. Their emotions can shift like the stormy seas, and there are few things more dangerous than an angry Ga-Matoran. Toa of Water tend to be healers, using water's cleansing powers to keep their allies alive and well. Healing with one hand and raining destruction with the other, Toa of Water are as beloved by their allies as they are feared by their enemies.
Intangible
When this domain chooses you at 1st level, you can add a bonus to your AC equal to your Wisdom modifier while wearing no armor. Additionally, you become proficient with finesse weapons and the Acrobatics skill.
One with the Sea
Also starting at 1st level, you become one with the sea. Your swim speed cannot be less than your movement, you become amphibious, and you gain Darkvision to 60ft.
At 5th level, you gain resistance to Necrotic and Poison damage, and you gain Tremorsense to 60ft while underwater.
Water Casting
Mata Nui grants you powers beyond that which is natural, allowing you to manipulate water in ways that resemble magic. At 1st level, you gain two cantrips: druidcraft and shape water.
As you gain levels in this class, you learn water-based spells. These are considered water spells, not cleric spells. They do not consume spell slots, do not require material components, and don’t count against the number of cleric spells you know. This magic is cast through tranquility of the mind, pure thoughts, and inner peace. Wisdom is your spellcasting modifier for all water-related actions.
You cast spells using elemental points. You have a number of points equal to half your Cleric level, which are recovered whenever you complete a long rest. The cost of each spell is shown in the Water Spells table.
You can expend a spell slot of any level and gain back elemental points equal to the level slot.
|
CLERIC LEVEL |
WATER SPELLS |
ELEMENTAL POINTS |
|
3rd |
create or destroy water, purify food and drink |
1 |
|
5th |
calm emotions, misty step |
2 |
|
9th |
wall of water, tidal wave |
3 |
|
13th |
control water, watery sphere |
4 |
|
17th |
mass cure wounds, maelstrom |
5 |
|
20th |
Abi-dalzim’s horrid wilting, tsunami |
7 |
Channel Divinity
Starting at 2nd level, you gain the following two Channel Divinity options.
Eye of the Storm: When you roll for damage, take the amount rolled and add your Wisdom modifier, rather than your normal attack modifier, and your proficiency. You can restore this number of hit points to any friendly creature you can see.
Crashing Waves: Your Channel Divinity can turn an attempted attack back onto the attacker. When a creature makes an attack roll against you, you can use your reaction to make a contested spell attack roll against them. If your spell attack roll beats their attack roll you successfully send the attack against them. They take all the damage you would have taken, and additionally add your Wisdom modifier to the damage.
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 slashing damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Purificiation
At 6th level, your healing energy also purifies your allies. Whenever you cast a healing spell on a creature, you remove the effects of necrotic damage and cure them of poison or disease.
War and Peace
Starting at 17th level, you punish your enemies who harm your allies. Whenever you heal a friendly creature, the next successful attack you make deals maximum damage, rather than having to roll. The effect is lost if you do not attempt to make an attack on your next turn.
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