Cleric
Base Class: Cleric

It was a dark and stormy night, the ship was rocking about as the lightning cracked in the distance, the cries of a horrifying creature ruptures the air, a lizardfolk wearing a pirate garb stands ready for battle as a kraken terrorizes the ship, he notices some valuable assets drowning in the water below, he dives in and grabs them, summoning a pillar of water to push them back onboard to prepare for the battle ahead.

As a cleric of those that control water, you have mastered water in every form in comes in, you mastered the fluid motions of liquid, the sturdiness of ice, and the freedom of water vapor. Gods under this domain include gods like Isis, Poseidon, Neptune, Ao Kuang, Tefnut, and more.

Domain Spells

You have spells that are tied to your connection to the water, these spells count as cleric spells, do not go against your spells prepared, and are always prepared.

Cleric Level 

Spells 

 1st

 Create or Destroy Water, Ice Knife

3rd

Misty Step, Snilloc’s Snowball Swarm

5th

Wall of Water, Tidal Wave

7th

Watery Sphere, Control Water

9th

Maelstrom, Cone of Cold

Bonus Cantrip

When you choose this domain at 1st level, you gain Shape Water as a cantrip, this does not go against your cantrips known, and is nonetheless a cleric cantrip for you.

Gift of the Sea

Also starting at level 1, Your connection to your god of the sea has granted you the abilities that the creatures of water have. You can now breathe water along with air and have a swim speed equal to your walk speed.

Channel Divinity: Summon Pillar

Starting at 2nd level, you can use your Channel Divinity to summon geysers of water.

As an action, you present your holy symbol, and either by creating or controlling already existing water, you summon a high-pressure pillar of water that takes up a 5 foot square within 60 feet that shoots up at a point that you pick, this pillar can go up to 10 feet high, and induces difficult terrain. Enemies caught in the pillar must make a Strength saving throw versus your spell save DC or be brought up with the pillar, the enemy takes 2d6+your cleric level force damage on a failed save, and is brought up with the pillar, being restrained, or half as much on a successful save, and is not brought up with the pillar. The enemy can repeat the saving throw at the end of their turn. This pillar lasts for 1 minute or until you dismiss it as an action.

Improved Shape Water

Starting at 6th level, the duration for all non-instantaneous effects of Shape Water are now 8 hours long, and you can use the freeze to try to freeze large or smaller creatures in it, if you try, that creature must make a strength saving throw versus your spell save DC, or be frozen in ice, at the start of each turn, they take cold damage equal to a number of d6’s mentioned at the end, and can attempt the save at the end of their turn. The damage starts at 2d6, then goes to 3d6 at 11th level, and 4d6 at 17th level.

Potent Spellcasting

Starting at 8th level, you add your wisdom modifier to any damage done by your cleric cantrips.

Improved Pillar

Starting at 17th level, when you use your channel divinity to summon your pillar, you can summon extra pillars equal to your wisdom modifier, the pillars summon a 10-foot radius sheet of ice around them, that will induce difficult terrain.

Water Domain Image

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