Cleric
Base Class: Cleric

Clerics that rely on this Domain worship life water just because it's the origin of all known life.

Bonus Proficiency

When you choose this domain at 1st level, you gain proficiency with Survival Skill.

Detect Water

As an action, you can open your awareness to detect the presence of a major water source such as a stream, freshwater spring, or pond. Until the end of your next turn, you know the location of the water so long as it is within 1,000 feet of you. You do not know the actual source of the water or whether or not it is potable. You can use this feature a number of times equal to 1 + your Wisdom modifier (minimum of once). When you finish a long rest, you regain all expended uses

Channel Divinity: Extinguish Flames

As an action, you present your holy symbol and target a point that you can see within 60 feet of you. All nonmagical fire and magical fires created by spells of 3rd level or lower in a 20-foot radius sphere centered on that point are immediately extinguished. For each magical fire of 4th level or higher in that area, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a successful check, the fire is extinguished. Any creature that is not undead or a construct with immunity to fire in the same area must make a Constitution saving throw against your spell save DC, taking cold damage equal to 3d6 + your cleric level on a failed saving throw, or half as much damage on a successful one.

Child of Water

Beginning at 6th level, you can breathe underwater and you have a swimming speed equal to your walking speed. You also gain resistance to fire damage.

Potent Spellcasting

At 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Soul of Water

At 17th level, your connection to the water becomes more powerful. You gain immunity to fire damage. Additionally, when a spell you cast or magical effect you create deals cold damage to a creature that is not undead or construct with immunity to fire, the spell or effect deals maximum damage to it.

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