Base Class: Cleric
The devoted followers of Naiadon, an ancient and revered bloodline, possess an innate connection to the healing powers of water. For centuries, this lineage has upheld a sacred bond with the watery realms, bestowing upon its members the ability to harness water's rejuvenating essence. These followers are gifted with a unique affinity for healing, enabling them to mend wounds and control water at will.
Guided by a deep respect for the delicate balance of nature, Naiadon's followers are often found in roles of healers, guardians of water sources, and advocates for environmental harmony. Their dedication to the principles of healing and preservation is not only a reflection of their bloodline's legacy but a testament to their commitment to upholding the sanctity of life and the nourishing embrace of water.
Guided
At 1st level, you gain a 30ft swim speed. Additionally, you cannot get lost while on a body of water, or while following a waterway.
Gift to the Bloodline
Also starting at 1st level, you can cast the spell "Cure Wounds" as long as there is a body of water present (bowl of water or larger). This spell counts as already prepared for you. You must be within range of touch.
Channel Divinity: Rescue Souls
Starting at 2nd level, you can use your channel divinity to rescue those who are drowning. As an action, you can grant up to ten willing creatures you can see, within 30ft of you, a 30ft swim speed, and they have the ability to breathe underwater for 1 hour. Affected creatures also retain their normal mode of respiration.
Shield of Water
At 6th level you can cast Water Shield. You throw out the water as a protective layer in front of any creature in your touch range. Any attack roll against that creature for one round is made at disadvantage. The barrier then disappears. If the barrier is not hit up to 1 minute it dissolves.
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.
Warding Rains
Starting at 17th level, you can use your action to conjure a divine rain that surrounds you in a 20-foot radius for 1 minute or until you dismiss it with another action. You and friendly creatures within the rain gain a +2 bonus to saving throws.
Unprotected flames in the area are doused.
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