Base Class: Cleric
Water is a necessary component of all life. However it's uncontrollable nature often has devastating consequences for those who are not careful. Events like rainfall, floods, and tsunamis are all linked to the destruction of civilizations. Gods are not unfamiliar with the power water holds, and following such Gods grant clerics with the unbridled power of it. Gods of water include Selûne, Talos, Umberlee, Chauntea, and Silvanus. All of these deities in some way control the world’s water to the benefit or determent of the world.
Water Walking
After choosing this domain at 1st level, you gain the ability to move freely in water. Water is no longer considered difficult terrain, and you can walk on the surface of water that is 5ft deep or less.
Improved Movement
Also at 1st level, you can use an action to give your Water Walking ability to a number of creatures equal to your Wisdom modifier for 1 hour. You regain the use of this ability after a short or long rest.
Channel Divinity: Surging Water
Starting at 2nd level, you can use your Channel Divinity to create a blast of water all around you.
As an action, you create a surge of water that explodes outward in a 15ft radius with you at its center. This blast knocks back any creature Large or smaller, to the edge of the radius. If the creature fails a Strength saving throw they are also knocked prone. The water created by this ability remains on the ground, creating a puddle in a 15ft radius for a number of turns equal to your proficiency bonus.
Holy Water
After reaching 6th level, the water you control becomes blessed by your deity. Any creature standing in water that is within 30ft of you that is healed in any way, heals additional health equal to your Wisdom Modifier.
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with flowing water. 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 bludgeoning damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Eroding Waters
Starting at 17th level, you can manipulate the flow of water around you to the detriment of your enemies. As an action water within 60 feet of you can be forced to flow at very high speeds dealing 2d6 bludgeoning damage to anyone in it, standing or submerged for a number of turns equal to half of your Wisdom modifier (rounded up).
Previous Versions
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2/7/2023 8:52:12 PM
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0.5
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Coming Soon
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Posted Feb 7, 2023This is a revised attempt at this Subclass where I changed some of the language and updated the abilities to be more fun/usable. Let me know your thoughts, I'm open to any feedback what-so-ever.