Difference between revisions of "Water Domain (5A)"
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At 6th level, you gain resistance to cold damage. | At 6th level, you gain resistance to cold damage. | ||
− | === | + | === 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. | 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. | ||
Revision as of 23:46, 10 May 2022
Starfox's 5th Edition Fan Page |
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
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 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 land speed and the ability breath water and air. You also gain a land speed of 30 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.
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 cast 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.