Base Class: Cleric
Among the elemental brotherhood, none are more desperate than the lords of the Elemental Plane of Water. Millennia ago, these beings were happy, babbling through brook and floating leisurely in the vast, blue seas. Now they are claustrophobic, screaming for each drop lost to the parched earth. They know that they must quench the thirst of the land before their streams and rivers can return, but every spilled drop of water is yielded grudgingly. It must be so, for the Plane of Water has nearly perished. Clerics of the dying Plane of Water are few, still, they perform the age-old functions of water as healer and bringer of life.
Bonus Proficiency
When you choose this domain at 1st level, you gain proficiency with heavy armor.
Shape Water
You know the Shape Water cantrip.
Water Domain Spells
You gain the following spells, which become Cleric Spells for you if they are not on the Cleric Spell list:
Water Domain Spells
Cleric Level Spells
1st create or destroy water, cure wounds
3rd lesser restoration, protection from poison
5th water breathing, water walk
7th conjure minor elementals, control water
9th conjure elemental, mass cure wounds
11th investiture of ice*
13th wall of ice
15th regeneration
* Spell Source: Elemental Evil Player's Guide
Disciple of Life
Also starting at 1st level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell’s level.
Elemental Speech
At 1st level all elemental clerics gain the ability to speak the primordial dialect associated with their chosen domain. Auran (air), Aquan (water), Ignan (fire), or Terran (earth).
Channel Divinity: Preserve Life
Starting at 2nd level, you can use your Channel Divinity to heal the badly injured.
As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your cleric level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can’t use this feature on an undead or a construct.
Blessed Healer
Beginning at 6th level, the healing spells you cast on others heal you as well. When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the spell’s level.
Divine Strike
At 8th level, you gain the ability to disrupt the flow of water within a creature's body, effectively poisoning their systems with your strikes. 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 poison damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Avatar of Water
Starting at 17th level, when you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12.
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