Cleric
Base Class: Cleric

For many people, water is seen as a source of life or purity and is often featured in religious ceremonies. Some cultures consider springs or rivers as sacred places touched by the gods, while others perform rituals to bring the rain. Seafaring folk may pray to a god of this domain for safe travels, while desert dwellers give thanks for sources of fresh drinkable water. The gods of water; Eldath, Umberlee, Deep Sashelas, Sobek, and Poseidon; rule over the seas, rivers, and lakes. Regardless of their patron, Clerics of a god of water are often popular amongst the common folk and almost always welcomed.

 

 

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 cold damage to the target. When you reach 14th level, the extra damage increases to 2d8.

 

Seaborne

Starting at 17th level, when you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12.

 

Bonus Proficiency

At first level, you have proficiency in the trident and a musical instrument.

Bonus Cantrips

When you choose this domain at 1st level, you gain the Shape Water and Ray of Frost cantrips. For you, these cantrips count as cleric cantrips.

 

Blessed Waters

Also at 1st level, you learn to bless and purify waters. Any water or ice you create or manipulate as part of a spell is purified, rendering it free of poison and disease, and is considered Holy Water.

Fiends or undead that touch this water or ice take 2d6 radiant damage, in addition to the spell's regular effects. This additional damage may not occur more than once per round.

After a minute the blessing fades and it is no longer considered Holy Water, although it remains purified.

Channel Divinity: Soothing Mists

Starting at 2nd level, you can use your Channel Divinity to douse flame and blanket allies in a protective mist. As an action, you present your holy symbol and extinguish all open flames within 30 feet of you.

Additionally, choose a number of creatures within 30 feet of you equal to your Wisdom modifier (minimum of 1). The chosen creatures gain temporary hit points equal to twice your cleric level, while these hit points exist that creature has resistance to fire damage.

Marine Whisperer

At 6th level, as an action you may attempt to charm a creature, which has an innate swimming speed, with an Intelligence score less than or equal to your cleric level. The target must succeed on a Wisdom saving throw or is charmed by you for 1 hour or until you or an ally damages the creature. While the creature is charmed, it may obey reasonable commands and is friendly to you and creatures you designate. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once).

 

 

Previous Versions

Name Date Modified Views Adds Version Actions
6/9/2021 5:35:01 PM
0
1
--
Coming Soon
Oceanic Domain Image

Comments

Posts Quoted:
Reply
Clear All Quotes