Base Class: Cleric
Purity is often represented by cleansing oneself with water. The flowing water of rivers are symbolic of change, natural order, the destruction of disease. Many priesthoods use such ideas as a medium for practicing healing, often pure water is a weapon against evil. Using this natural purity, Clerics of this domain combat poison, disease, and curses as wanderers and free spirits. Same as the flowing water, there is not one singular set of gods that truly embody the purity of this practice. Such is true purity.
Bonus Proficiencies
At 1st level, you gain proficiency with battleaxes, longswords, and warhammers.
Domain of Flowing Water Spells
| Level | Additional Spells |
|---|---|
| 1st | find familiar, zephyr strike |
| 3rd | misty step, warp sense |
| 5th | crusader's mantle, remove curse |
| 7th | gate seal, watery sphere |
| 9th | banishing smite, steel wind strike |
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Rite of Purity
From 1st level, once per long rest you can perform a Rite of Purity and imbue a number of talismans with magic up to your Wisdom modifier. As a bonus action you can flourish one of these talismans and produce one of the following effects:
- Neutralize one poison or disease affecting a target.
- Stave the effects of possession whilst sealing the creature possessing a target within for 24 hours. (Using this feature removes the talisman from your Rite of Purity pool until it is retrieved)
- Seal the effects of a cursed object or item until it is interacted with or used once more. (Using this feature removes the talisman from your Rite of Purity pool until it is retrieved)
Once you have expended all talismans you can not make new ones until you complete a long rest.
Channel Divinity: Stance of Flowing Waters
Starting at 2nd level, you can use your Channel Divinity to begin concentration on the Stance of Flowing Waters for 1 minute. As a bonus action on your turn, you may enter one of the stances and gain the benefits of it:
Calm Pond Stance: Whilst in this stance, as a bonus action you may imbue your weapon attacks with the flow of water until the end of your turn, the first melee weapon attack that hits grants you temporary hit points equal to your Cleric level.
Raging Rapids Stance: Whilst in this stance you gain vulnerability to thunder, necrotic, poison, and psychic damage. Your melee weapon attacks deal additional damage equal to your Wisdom modifier. When you hit with a weapon attack you may push the target creature 10 ft. away from you. If pushed into an obstacle or another creature, the target must make a Strength saving throw against your Cleric save DC or be knocked prone. As a bonus action you may make a weapon attack while in this stance.
Clear Spring Stance: Only after you have entered Calm Pond Stance and Raging Rapids Stance you may then enter this stance. When you enter this stance, as an action you select a number of creatures within 30 ft. of you equal to your Wisdom modifier. Friendly creatures selected have one ongoing status condition end and any attacks made against them must reroll the dice once and take the lowest roll until the start of your next turn. You make one melee weapon attack against any hostile creatures you select with this action. Once you use this stance the Stance of Flowing Waters immediately ends early.
Channel Divinity: Strikes of Sealing Lakes
At 6th level, when a hostile creature within 30 ft. of you attempts to curse, apply a disease, possess, or poison a friendly creature you can use your reaction using your Channel Divinity to teleport within 5 ft. of the creature and make one melee weapon attack against it. If the attack hits then the creature must then make a Charisma saving throw against your Cleric save DC or be blinded, deafened, silenced, and restrained within a sealing container for 24 hours, you must maintain concentration on this effect to contain the creature. The creature is considered to be within a demiplane and unable to be interacted with for the duration. At the end of the duration of this ability the creature is released in the same state it was first sealed in. If a creature is reduced to 0 hit points by this feature the creature automatically fails the saving throw and the effects of it are permanent.
Extra Attack
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 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8.
Five Sealing Rites
At 17th level, you gain an additional five talismans to use for your Rite of Purity feature, placing any of these talismans when using a feature removes them from your Five Sealing Rites pool until they are retrieved, removing a talisman requires an action. In addition these five talismans can be used for empowered rituals you can perform:
- You may place a talisman on a corpse to seal it indefinitely or until the talisman is removed. The corpse can not be resurrected or become undead by any means short of a wish spell.
- You may place a talisman on an entryway to a location and perform a ritual that takes 12 hours, after which that location becomes inaccessible unless a creature attempting to enter succeeds on a Wisdom saving throw against your Cleric save DC.
- You may place a talisman on a landmark and perform a ritual that takes 8 hours, after which everything within a 500 ft. cube of the talisman becomes consecrated grounds indefinitely or until the talisman is removed.
- You may place a talisman on an object and perform a ritual that takes 4 hours, after which any magic the object had or any visual indication it is magical becomes undetectable and unidentifiable until the talisman is removed.
- You may place a talisman on a creature and perform a ritual that takes 1 hour, after which that creature's hit points are restored up to an amount equal to your Wisdom modifier times 5 and has any impurities cleansed such as diseases, poisons, conditions, or similar effects.
You can use this feature up to an amount of times equal to your Wisdom modifier, regaining uses on a long rest.
Previous Versions
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