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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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