Base Class: Cleric
The Water Domain is Chosen by clerics who pledge their lives to the deities of the oceans or other bodies of water, Such as Elivirath, Posiedon, Sobek, Njord, or others. They become skilled navigators and gain mastery over water.
Acolyte of the Ocean
At 1st level, you gain a 30ft swim speed. You also gain proficiency in one of the following skills of your choice: animal handling, nature or survival. Additionally, you cannot get lost while on a body of water, or while following a waterway.
Animal handling
Proficiency bonus
Nature
Proficiency bonus
Survival
Proficiency bonus
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.
Water Source
Starting at 6th level, you can cast the create or destroy water spell as a bonus action, without using expending a spell slot. Furthermore, when you cast the spell, you create enough water to fill an 30ft-by-30ft chamber with 1ft of water.
You also gain the ability to breathe under water.
Water breathing
You gain the ability to breathe underwater.
Elemntal Strike
At 8th level, you gain the ability to infuse you weapon strikes with elemental 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 acid, cold or lighting damage (your choice) to the target. when you reach 14th level, the extra damage increases to 2d8.
Oceans Embrace
Starting a 17th level, you become a master of working with water:
- You gain immunity to acid and cold damage.
- While standing in at least 1 ft of water, you gain temporary hit points equal to half of your cleric level (rounded down) at the start of each of your turns.
Immunities
You gain immunity to acid and cold damage.
Temporary Hit Points
While standing in at least 1ft of water, you gain temporary hit points equal to half your cleric level (rounded down) at the start of each of your turns.
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