Base Class: Cleric
Araleth's domain focuses on the life force of the ebb and flow of the tides and the power of water and waves as well as looking to the night stars as a guiding light.
Though most of the followers of Araleth are Elves with connections to the sea and stars, anyone is welcome to worship to them during long sea voyages.
Clerics of Araleth are natural sea travelers. Like water they know how to adapt to different situations and are usually generous and ready to help, preferring to keep moving from place to place rather than settling down.
Domain Spells
The Cleric of Araleth has the following as their domain spells:
Bonus Proficiency
When you choose this domain at 1st level, you gain proficiency with Cartography tools
Child of the Seas
Also starting at 1st level, you can cast the spell "Create or Destroy Water" without using the material components requested. This spell counts as already prepared for you. You can lead the water created in this way into different water skins or containers before losing control of it.
Channel Divinity: Water Blessing
Starting at 2nd level, you can use your Channel Divinity to control the water around you
As an action you control water equal at least to the amount of a full waterskin that you can touch. Doing so you bless it in one of three ways.
Water of Life: The first creature that drinks the water you have blessed regains a number of hit points equal to 1d4 + your spell casting ability modifier. At 5th, 11th and 17th level, the amount of hit points regained in this way is increased by another d4. The water retains this blessing for 1 day and then returns to normal water.
Water Shield: You throw out the water as a protective layer in front of any creature in your touch range. Any attack roll against that creature for one round is made at disadvantage.The barrier then disappears. If the barrier is not hit up to 1 minute it dissolves.
Pillar of Water: You create a rush of water under your feet pushing you forward or upwards. You can use your movement action as a disengage action and your speed is increased by 10ft for this turn.
Force of the Tides
Beginning at 6th level, your connection with the seas makes you hardier.
- You gain resistance to cold damage
- While wearing light or medium armor, you gain a +1 bonus to AC
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.
Child of Araleth
Starting at 17th level, you can cast the spell Storm of Vengeance while within 300ft of a large body of water (large river, sea, ocean). You can cast this spell using a 9th level spell slot and you have advantage on concentration checks to maintain this spell.
Previous Versions
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