Cleric
Base Class: Cleric

Gods whose portfolios include the Apocalyptic Water Domain govern sea and storm. They include gods of lightning and thunder, water gods, and certain gods of apocalyptic destruction. In some pantheons, a god of this domain rules over other deities and is known for swift justice delivered by thunderbolts. In the pantheons of seafaring people, gods of this domain are ocean deities and the patrons of sailors. Apocalyptic gods send their clerics to inspire fear in the common folk, either to keep those folk on the path of righteousness or to encourage them to offer sacrifices to ward off the divine wrath that otherwise will destroy the world. But sometimes they send their clerics to prophesy doom without giving hope that the coming destruction can be averted…

APOCALYPTIC WATER DOMAIN SPELLS

Cleric Level: Spells

1st: Create or Destroy Water, Aquatic Distress

3rd: Water Walk, Flash Freeze

5th: Call Lightning, Sleet Storm

7th: Control Water, Ice Storm

9th: Destructive Wave, Liquefy

Bonus Cantrip

When you choose this domain at 1st level, you gain the Druidcraft cantrip if you don’t already know it.

Wrath of the Storm

Also at 1st level, you can thunderously rebuke attackers. When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw. The creature takes 2d8 lightning or thunder damage (your choice) on a failed saving throw, and half as much damage on a successful one. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Channel Divinity: Water Rescue

Starting at 2nd level, you can use your Channel Divinity to grant yourself and up to five willing creatures within a 30 foot radius the ability to breathe water for up to one hour. Affected creatures also retain their normal mode of respiration.

Eye of the Storm

Starting at 6th level, you are able to dampen the effects of a storm. A 20 foot area of calm surrounds you, allowing unhampered movement and visibility. In addition, when you or a creature within 30 feet of you takes lightning or thunder damage, you can use your reaction to grant resistance to the creature against that instance of the damage.

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 thunder, light ing, force, or cold damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Waterborn

At 17th level, you function in the water as if you were born to it. You have a swimming speed equal to your current walking speed, and you do not suffer disadvantage during combat.

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