Cleric
Base Class: Cleric

There are many deities in the endless pantheon of the Universe who understand fishing.  You are devoted to one of them, or perhaps you are simply devoted to fishing itself.  Whatever the reason, you do your sermons at the river bank and your mission work on a boat.  Perhaps your life's work is to feed the hungry; or your ideal is to show reverence to the water for its bounty; or you just want to kill all the fish one at a time.  In any case, you channel the power of your faith through a threaded reel and a tree branch.

Fishing Domain Spells

  • Cleric Level 1: Create or Destroy Water, Purify Food and Drink
  • Cleric Level 3: Pass without Trace, Locate Animals or Plants
  • Cleric Level 5: Freedom of the Waves, Water Walk
  • Cleric Level 7: Control Water, Dominate Beast
  • Cleric Level 9: Control Winds, Malestorm

Marine Attunment

At 1st level, you are granted greater powers over creatures of the water.  Whenever you cast a spell that interacts only with water-based creatures including plants, you may apply one Metamagic effect from the Sorcerer's Metamagic list to the spell.

Careful Spell

When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.

 

Distant Spell

 When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell.

When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.

 

Empowered Spell

 When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls.

You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.

 

Extended Spell

 When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.

 

Heightened Spell

 When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.

 

Quickened Spell

 When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.

 

Subtle Spell

 When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.

 

Twinned Spell

 When you cast a spell that targets only one creature and doesn’t have a range of self, you can spend a number of sorcery points equal to the spell’s level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).

To be eligible, a spell must be incapable of targeting more than one creature at the spell’s current level. For example, magic missile and scorching ray aren’t eligible, but ray of frost and chromatic orb are.

Channel Divinity: Divine Lure

Starting at 2nd level, you can use your Channel Divinity to lure a specific type of water-based animal to a targeted point in a body of water.  As an action, you present your holy symbol, target a point in the water within 120 feet of you, and speak the name of a type of marine or freshwater animal with Intelligence less than 4 that does not interact with land environments.  All creatures of that type within a 2-mile radius are compelled to approach the targeted point and remain within 120 feet of it for up to 2 hours.  For the duration, they are not aggressive toward one another.  They behave as they normally would otherwise.  If the number and size of creatures within 120 feet of the target point makes it impossible for any additional creatures of that type to approach, those creatures will become immune to the lure and move away as though nothing happened.

Fishing Divination

Starting at 6th level, you can meditate for divine guidance while fishing.  Before you sit down to fish, you may declare one question to ask your deity.  For every hour you spend with your line in the water, roll an Insight check with the DC set by your DM to obtain an answer to your question.  The nature of the answer you get on a successful check will depend on the deity, but it will never be false.  Once you stand up and stop fishing, you cannot ask the same question again until you complete a long rest.  After you obtain an answer to any question, you cannot use this ability again until 7 days have passed.

Lurecasting

At 8th level, you gain the ability to optionally treat the lure at the end of your fishing line as yourself for the purposes of determining the range of spells.  Whenever you cast a spell, if your line is in the water, you may declare that your point of origin is the position of the lure.  If your line is not in the water, you may use a move action to cast the line first.  The weight and/or buoyancy of your current lure may affect the point of origin over time.  If/when an animal bites the lure, any spell cast from the lure that targets that creature gains some additional advantage against it, determined by the DM.

Fishing Dominion

At 17th level, you gain darkvision, permanent waterbreathing, and a swim speed of 60 feet while you are fully submerged in water.  Additionally, you can position your lure precisely as a bonus action using an effect similar to Mage Hand that only targets your lure and works out to a range of 120 feet from you.  You are immune to the effects of water pressure and decompression sickness.

Fishing Domain 5E Image

Comments

Posts Quoted:
Reply
Clear All Quotes