Base Class: Cleric
Water is essential to creation, but it is also an untamed, destructive force. Gods of nature, tempests, spirituality and healing include water in their portfolios, blessing their followers with the abilities to connect with this primal source of life. Clerics of the Water Domain seek to harmonize with their environments, sometimes far away from civilization, but most find a deep compassion in their souls, often taking care of the unfortunate and providing shelter and guidance. However, like the tides, these clerics can turn into unforgiving figures, proving themselves to be both zealous champions as well as kind protectors of their cause.
This especially holds true for half bronze dragon clerics, among whom this domain is very popular. Like the tides, they can easily turn from compassionate defenders to unforgiving crusaders who relentlessly destroy evildoers.
Domain Spells
You gain domain spells at the cleric levels listed in the Water Domain Spells table. See the Divine Domain class feature for how domain spells work.
Water Domain Spells
| Cleric Level | Spells |
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1st |
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3rd |
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5th |
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7th |
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9th |
Acolyte of Water
When you choose this domain at 1st level, you learn the frostbite and shape water cantrips. For you, these cantrips count as cleric cantrips. You also gain proficiency with the trident, and with one of the following skills of your choice: Athletics, Nature, or Survival.
Channel Divinity: Turning Tides
At 2nd level, you can use your Channel Divinity to manifest both the healing capabilities of water as well as its
As an action, you conjure orbs of water that hover around you, not occupying any space. The number of orbs is equal to your Wisdom modifier (minimum of 1), and they disappear after 1 minute or immediately after they come into contact with a creature after you've directed them.
As a bonus action, you can direct one of these orbs to move up to 60 feet in any direction. If an orb encounters a hostile creature, that creature must succeed on a Dexterity saving throw or take cold damage equal to 1d6 + your cleric level and have its speed halved until the start of your next turn. If an orb encounters a friendly creature, that creature regains hit points equal to 1d6 + your cleric level.
If you move an orb and it has not come into contact with a creature, that orb will remain in the space it stops in, and will cause the above effects if a creature touches it. You can not touch that orb yourself afterwards, as it moves through you, so it will neither disappear nor restore your hit points.
If a hostile creature within 5 feet of you fails its saving throw against one of your orbs, then you regain hit points equal to 1d6 + half your cleric level (rounded down).
Purifying Water
At 6th level, you can channel the strength of the seas into yourself and others. As a reaction when you or an ally that you can see within 60 feet of you is forced to make a saving throw against a spell or magical effect, you can grant them advantage on that saving throw. If that creature succeeds on that saving throw, they also regain hit points equal to 1d6 + your cleric level. You decide if they regain these hit points before or after taking the spell or effect's damage (if any).
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses after finishing a long rest.
Blessed Strike
At 8th level, when a creature takes damage from one of your cantrips or weapon attacks, you can also deal 1d8 cold damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn. At 14th level, provided the creature takes damage from one of your weapon attacks, this damage increases to 2d8.
Eternal Waves
At 17th level, your healing is imbued with the persistence of the waves. When you restore hit points to a creature, that creature gains advantage on the next attack roll, ability check, or saving throw it makes within the next minute.
Previous Versions
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2/2/2024 1:51:29 PM
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