Base Class: Cleric
Water is an ever changing and ever flowing force of nature. It is calming and tumultuous, restorative and destructive. Gods of this domain acknowledge and embrace its versatility and adaptability and encourage their clerics to do the same. Water domain clerics are often found healing and cleansing those in need need while crashing down on their foes with terrible destructive force.
As rulers of the seas, rivers, lakes and storms, the gods of the Water domain watch over all who dwell in or near the water.
Shifting Tides
At 1st level, you can use your bonus action to unleash a current of water capable of moving other creatures. Choose another creature you can see within 30 feet that is on the ground or in a body of water. You may pull it 5 feet closer to you or push it 5 feet away from you. An unwilling creature can succeed on a Strength saving throw against your cleric spellcasting DC to resist the effect.
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Channel Divinity: Soothing Mist
Starting at 2nd level, you can use your channel divinity to heal and protect a creature with a soothing sea mist. As an action, you present your holy symbol to release a light stream of mist that envelops a creature you can see within 30 feet of you. The target regains hit points equal to your Cleric level plus your Wisdom modifier, and also gains the same amount of temporary hit points.
While the temporary hit points last, the creature has advantage on saving throws against being frightened or charmed.
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.
Crashing Waves
At 17th level, your Shifting Tides can push or pull creatures an additional 10 feet. Additionally, when you deal your Divine Strike damage to a creature on your turn, you may force it to make a Strength saving throw against your Cleric spellcasting DC. On failure, it is pushed 10 feet away and knocked prone.
Be the Overflow
You use an Action to transform your body into living water. This form lasts for up to an hour, until your HP drops to 0, or if you fail on a spell that cancels magic.
You transform a willing creature you touch, along with everything it's wearing and carrying, into a misty cloud for the duration. The spell ends if the creature drops to 0 hit points. An incorporeal creature isn't affected.
While in this form, the target's only method of movement is a flying speed of 10 feet. The target can enter and occupy the space of another creature. The target has resistance to nonmagical damage, and it has advantage on Strength, Dexterity, and Constitution saving throws. The target can pass through small holes, narrow openings, and even mere cracks, though it treats liquids as though they were solid surfaces. The target can't fall and remains hovering in the air even when stunned or otherwise incapacitated.
While in the form of a misty cloud, the target can't talk or manipulate objects, and any objects it was carrying or holding can't be dropped, used, or otherwise interacted with. The target can't attack or cast spells.
Bonus Proficiency
When you choose this domain at 1st level, you gain proficiency with martial weapons.
Blessing of the Sea
As an action, you give one creature you touch (including possibly yourself) swimming speed equal to your walking speed. This benefit lasts until you take a long rest or until you this feature again.
Comments