Cleric
Base Class: Cleric

As a Wave Domain Cleric you worship gods of the oceans, seas, lakes and rivers; and in kind your deity grants you boons befitting a god of water

Wave Domain Spells

Cleric Level Spells
1st  purify food/drink, cure wounds
3rd  locate object, magic weapon
5th  water breathing, wall of water
7th  watery sphere, freedom of movement
9th  maelstrom, circle of power

Blessed by the Tide

At 1st level when you choose this Domain, you gain the Shape Water cantrip and learn to speak, read and write Aquan. While not wearing heavy armor you have a swim speed equal to your base walking speed. Additionally creating Holy Water only takes one minute instead of one hour and does not expend a spell slot. 

At 5th level you are now always under the effects of the Water Breathing spell.

Channel Divinity: Protective Current

At 2nd level, wield your holy symbol and invoke the name of your god. As an Action designate up to 5 creatures, you are automatically granted the effect upon casting, and wreath them in a stream of water. Whenever a warded creature is hit by a melee attack, the attacker must succeed on a Strength saving throw versus your spell save DC or be repelled backward 10 feet. Ranged attacks against warded creatures have disadvantage and attacks that involve acid or fire damage deal halved acid damage and quartered fire damage.

Soothing Water

At 6th level you have learned to wash away pain. As a Reaction whenever a creature would take physical, fire or acid damage you can roll 1d10 + Wisdom modifier + Cleric level and heal that ally for the amount rolled. If you reduce the damage to 0 and still have extra points of healing, those extra points become temporary hit points. If the damage would burn, like Searing Smite or Heat Metal, or leave acidic burns, like Melf's Acid Arrow or Vitriolic Sphere, the lingering effect is removed. You can do this Wisdom modifier times per day and regain all uses when you finish a long rest.

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with the force of a tidal wave. 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 magical bludgeoning damage. When you reach 14th level, the extra damage increases to 2d8.

Prophet of the Flood

At 17th level, the divine power of your god swells around you like a mighty wave. You assume a Large Water Elemental form for one minute as an Action, in this form you ignore difficult terrain, are immune to fire damage and resist piercing, slashing and acid damage. You can still cast spells in this form. While you assume this form you may hurl a massive ball of water at a point you can see within 60 feet of you as a Action causing creatures in a 20 foot diameter to make a Dexterity saving throw versus your spell save DC, on a fail they take 6d6 bludgeoning damage and are blasted 20 feet away from the point you designated. On a success they take half damage and are only moved 10 feet. Once you use this feature you cannot use it again until you finish a long rest.

Previous Versions

Name Date Modified Views Adds Version Actions
7/2/2019 3:30:32 AM
59
1
1.0
Coming Soon
7/19/2019 10:01:28 AM
159
3
1.1
Coming Soon

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