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

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=== Bonus Cantrips ===
 
=== Bonus Cantrips ===
 
At 1st level, you learn the  [http://dnd5e.wikidot.com/spell:acid-splash Acid Splash] and [http://dnd5e.wikidot.com/spell:shape-water Shape Water] cantrips. These count as cleric cantrips to you, but they do not count against your number of cantrips known.
 
At 1st level, you learn the  [http://dnd5e.wikidot.com/spell:acid-splash Acid Splash] and [http://dnd5e.wikidot.com/spell:shape-water 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 ===
 
=== Amphibian ===
At 1st level, you get a swim speed equal to your land speed and the ability breath water and air. You also gain a land speed of 20 feet if you lack a land speed or your natural land speed is slower than that.
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At 1st level, you can breathe both air and water and get a swim and land speed of 30 feet if you lack a land or swim speed or your natural speed is slower than 30 feet.
  
 
=== Channel Divinity: Surge ===
 
=== 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.  
 
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 horizontal direction of your choice. Creatures of your choice in the area 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.
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: As an action, all creatures in a 20 feet cube are moved 20 ft. in a horizontal direction of your choice. Creatures of your choice in the area 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 magical bludgeoning damage.
  
 
=== Cold Deeps ===
 
=== Cold Deeps ===
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=== Charybdis' Mantle ===
 
=== Charybdis' Mantle ===
Starting at 17th level, you can cast [http://dnd5e.wikidot.com/spell:maelstrom Maelstrom] centered on yourself at will. 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.
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Starting at 17th level, you can channel energy to turn yourself into an avatar of water.
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:Use channel energy as an action to cast [http://dnd5e.wikidot.com/spell:maelstrom Maelstrom] centered on yourself that moves as you move. This version of the spell lasts for ten minutes and does not require concentration. You can end the effect as an action.
  
This ability is destructive to the surroundings, you may wish to avoid using it in civilized settings unless there is great need. It also makes noise, making Stealth impossible under most circumstances.
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:This ability is destructive to the surroundings, you may wish to avoid using it in civilized settings unless there is great need. It also makes great noise, making Stealth impossible under most circumstances.
  
 
== Creator's Notes ==
 
== Creator's Notes ==

Latest revision as of 14:32, 4 July 2024

5A5A logo
Starfox's 5th Edition Fan Page

This is an original 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

Water 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
15 Tsunami

Bonus Proficiencies

When you choose this domain at 1st level, you gain proficiency with two of the following: the net, the trident, Athletics, water vehicles, or navigator's tools.

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.

Amphibian

At 1st level, you can breathe both air and water and get a swim and land speed of 30 feet if you lack a land or swim speed or your natural speed is slower than 30 feet.

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 horizontal direction of your choice. Creatures of your choice in the area 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 magical bludgeoning damage.

Cold Deeps

At 6th level, you gain resistance to cold damage and immunity to the effects of water pressure.

Blessed Strikes

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.

Charybdis' Mantle

Starting at 17th level, you can channel energy to turn yourself into an avatar of water.

Use channel energy as an action to cast Maelstrom centered on yourself that moves as you move. This version of the spell lasts for ten minutes and does not require concentration. You can end the effect as an action.
This ability is destructive to the surroundings, you may wish to avoid using it in civilized settings unless there is great need. It also makes great noise, making Stealth impossible under most circumstances.

Creator's Notes