Cleric Domain: Water
Divine Domain: Water
Hit Points
Hit Dice: d8 per Divine Domain: Water level
Hit Points at first Level:
Hit Points at Higher Levels:
Proficiences
Armor:
Weapons:
Tools:
Saving Throws:
Skills:
Spellcasting
Domain Spells
You gain domain spells at the cleric levels listed in the Water Domain Spells table. See the Divine Domain class feature for how domain spells work.
Water Domain Spells
Cleric Level Spells
1st create or destroy water, fog cloud
3rd lesser restoration, misty step
5th tidal wave, water breathing
7th control water, ice storm
9th cone of cold, maelstrom
Subclass Options
Acolyte of Water
When you choose this domain at 1st level, you learn the
frostbite and shape water cantrips. For you, these cantrips
count as cleric cantrips. You also gain proficiency with the
trident (see the variant trident, page 74), and with one of the
following skills of your choice: Athletics, Nature or Survival.
Gift of the Seas
Also at 1st level, you gain a swim speed of 30 feet, and you
can breathe air and water. If you already have a swim speed,
then that swim speed is increased by 20 feet instead.
As an action, you can touch a creature and grant them
these same benefits. They retain these benefits for 1 hour.
You can use this feature a number of times equal to your
proficiency bonus, and you regain all expended uses when
you finish a long rest.
Channel Divinity: Turning Tides
At 2nd level, you can use your Channel Divinity to manifest
both the healing capabilities of water as well as its
unyielding wrath, to aid your allies or smite your foes.
As an action, you conjure orbs of water that hover around
you, not occupying any space. The number of orbs is equal
to your Wisdom modifier (minimum of 1), and they
disappear after 1 minute or immediately after they come
into contact with a creature after you've directed them.
As a bonus action, you can direct one of these orbs to
move up to 60 feet in any direction. If an orb encounters a
hostile creature, that creature must succeed on a Dexterity
saving throw or take cold damage equal to 1d6 + your cleric
level and have its speed halved until the start of your next
turn. If an orb encounters a friendly creature, that creature
regains hit points equal to 1d6 + your cleric level.
If you move an orb and it has not come into contact with
a creature, that orb will remain in the space it stops in, and
will cause the above effects if a creature touches it. You can
not touch that orb yourself afterwards, as it moves through
you, so it will neither disappear nor restore your hit points.
If a hostile creature within 5 feet of you fails its saving
throw against one of your orbs, then you regain hit points
equal to 1d6 + half your cleric level (rounded down).
Purifying Water
At 6th level, you can channel the strength of the seas into
yourself and others. As a reaction when you or an ally that
you can see within 60 feet of you fails a saving throw
against a spell or magical effect, you can cause them to
immediately reroll that saving throw. If that creature now
succeeds that saving throw after rerolling it with this
feature, they regain hit points equal to 1d6 + your cleric
level. You decide if the creature regains these hit points
before or after taking the spell or effect's damage (if any).
You can use this feature a number of times equal to your
proficiency bonus, and you regain all expended uses when
you finish a long rest.
Blessed Strike
At 8th level, when a creature takes damage from one of your
cantrips or weapon attacks, you can also deal 1d8 cold
damage to that creature. Once you deal this damage, you
can't use this feature again until the start of your next turn.
At 14th level, provided the creature takes damage from one
of your weapon attacks, this damage increases to 2d8.
Eternal Waves
At 17th level, your healing is imbued with the persistence of
the waves. When you restore hit points to a creature, that
creature gains advantage on the next attack roll, ability
check, or saving throw it makes within the next minute.
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