Base Class: Cleric
This cleric domain is full of those of holy paths that worship the cold substance of water, taking the refreshing aspects of drinking it as well as the deathly power of a tidal wave.
Bonus Proficiency
When you choose this domain at 1st level, you gain proficiency with Medium armor and water vehicles.
Wielder of Water
As a reaction, whenever you or an ally you can see within range succeed on an attack, you can can apply 5 times your class level in cold damage. You can use this ability equal to your Wisdom modifier.
Channel Divinity: Demand of the Deep
Starting at 2nd level, you can use your Channel Divinity to send those that surround you away with a storming rush of water.
As an action, you present your holy symbol and evoke the water from your patron's domain and send it in a tidal wave out from your holy symbol. The cold rush of water does not differ friend from foe except for the cleric who is using this ability.
Standing with the Tide
Beginning at 6th level, the spells you cast help you stand with the help of holy water in your veins. When you cast a spell that is of first level or higher, you regain temporary hit points equal to the spell level plus your wisdom modifier.
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 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Ocean Master
When you are able to see a source of water, for example a tub of water or a river stream, you are able to teleport to at least 5 feet away from the water or into the water itself. It is up to the DM the restrictions of how this is restricted.
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