Water Domain (5A)
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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.
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 |
Bonus Proficiency
When you choose this domain at 1st level, you gain proficiency with two of Athletics, Nature, water vehicles, or potter'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. 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 8, this becomes magical bludgeoning 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.