Difference between revisions of "Water Domain (5A)"

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| valign=top  align=center | 9 ||valign="top"| [http://dnd5e.wikidot.com/spell:bigbys-hand Bigby's Hand], [http://dnd5e.wikidot.com/spell:maelstrom Maelstrom]
 
| valign=top  align=center | 9 ||valign="top"| [http://dnd5e.wikidot.com/spell:bigbys-hand Bigby's Hand], [http://dnd5e.wikidot.com/spell:maelstrom Maelstrom]
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| valign=top  align=center | 17 ||valign="top"| [http://dnd5e.wikidot.com/spell:tsunami Tsunami]
 
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Revision as of 10:58, 31 December 2021

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This is a Cleric domain for 5A.

The world is cradled in water, the source of life that feeds us all. A water cleric blesses streams and wells, finds water in the unlikeliest places, and helps nourish both plant and beast. In a conflict, they mold with the patient power of the trickling stream or strike with the raging torrent or tsunami.

Subclass Features

Domain Spells

Earth Domain Spells
Cleric Level Spells
1 Fog Cloud, Thunderwave
3 Blur, Misty Step
5 Tidal Wave, Water Breathing
7 Control Water, Watery Sphere
9 Bigby's Hand, Maelstrom
17 Tsunami

Bonus Proficiencies

When you choose this domain at 1st level, you gain proficiency with the following: the net, the trident, Athletics, water vehicles, and potter's tools. If you are already proficient in any of these, you learn a new language for each proficiency you already had.

Bonus Cantrips

At 1st level, you learn the Acid Splash and Shape Water cantrips. These count as cleric cantrips to you, but they do not count against your number of cantrips known. If you already know one or more of these cantrips, you learn a cleric cantrip for your choice for each of them you already know.

Amphibian

At 1st level, you get a swim speed equal to your highest speed and the ability breath water and air. You also gain a land speed of 25 ft. if your natural land speed is slower than that.

Channel Divinity: Surge

Starting at 2nd level, you can use Channel Divinity to move creatures and objects as if they were caught in a surge of water.

As an action, all creatures in a 20 feet cube are moved 20 ft. in a direction of your choice. Moved creatures must make a Strength (Athletics) check against your spell DC. A creature with a swim speed has advantage on this check. A creature that is in water has disadvantage on this check. On a failed save, you can move the creature an additional 20 ft. in any horizontal direction and you can inflict 1d10 + your cleric level bludgeoning damage. At level 6, this becomes magical bludgeoning damage.

Cold Deeps

At 6th level, you gain resistance to cold damage.

Divine Strike

When you reach 8th level, you are blessed with divine might in battle. When a creature takes damage from one of your cantrips or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn. When you reach 14th level, the extra damage increases to 2d8.

Charybdis' Mantle

Starting at 17th level, you can cast Maelstrom centered on yourself as often as you like. This version of the spell does not require concentration. The effect is centered on you and moves as you move. The spell does not cause damage to or create difficult ground for your allies, but still moves them.

Creator's Notes