Water Domain
He rose, dripping, from the water, gripping his trident.
"You sent him to the depths to die, assassin," he said, the waves swirling around him, "but the oceans and the seas are the gods. They claim them, as I now claim your life."
A Divine Domain
Gods of this domain govern the oceans and seas, the rivers and lakes, and water in general. These include Umberlee, Sebek, Poseidon and Njǫrd. None revere these gods as strongly as sailors, who know just how dangerous the sea can be...
Water Domain Spells
Cleric Level | Spells |
---|---|
1st | Create or Destroy Water, Fog Cloud |
3rd | Misty Step, Pass Without Trace |
5th | Tidal Wave, Wall of Water |
7th | Control Water, Watery Sphere |
9th | Conjure Elemental, Far Step |
Bonus Proficiency and Cantrip
At 1st level, you gain proficiency with tridents. Tridents you wield deal 1d8 damage one handed, 1d10 damage two handed and have the reach property.
You also learn the Shape Water cantrip. This cantrip counts as a Cleric cantrip for you, but doesn't count against the number of cantrips you know.
Blessing of the Currents
Starting when you choose this domain at 1st level, the currents have taught you to be swift and mobile. As an action, you can touch a willing creature and give it the following benefits:
- The target's speed increases by 10 feet.
- It gains a swimming speed equal to its walking speed.
- It can breathe air and water.
These benefits last until you finish a long rest or use this feature again.
Channel Divinity: Great Wave
At 2nd level, you can use your Channel Divinity to summon a wave you can ride.
As an action, you present your holy symbol and summon a magical wave. Choose an unoccupied space you can see within 60 feet of you with no physical barriers between you and it (such as a door or a chasm). The summoned wave carries you in a 5 foot wide straight line to the chosen space. Any creatures within this line must make a Dexterity saving throw.
Riptide Poseidon by Andantonius
On a failure, they take 2d8 + your cleric level bludgeoning damage and are knocked prone, they take half as much damage and aren't knocked prone on a success. The water then spreads out across the ground in all directions, extinguishing unprotected flames in the wave's area and within 20 feet of it.
Water Form
Starting at 6th level, you can becomes a being of water. As a bonus action, you can enter into a liquid state. While you are in this state, you gain the following benefits:
- Your movement doesn't provoke opportunity attacks.
- You can move through the space of another creature and stop there, and it doesn't count as difficult terrain.
- You can move through a space as narrow as 1 inch wide without squeezing.
You remain in this state for 1 minute or until you take damage. When this state ends, if you are in a hostile creature's space or in a narrow space you couldn't normally fit through, you are shunted to the last unoccupied space you occupied, and you take 1d8 force damage.
You can use this feature a number of times equal to your Proficiency Bonus, and regain all uses when you finish a long rest.
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8.
Blessing of the Depths
At 17th level, . Whenever you use your Blessing of the Currents feature, you may target a number of additional creatures equal to your Wisdom modifier that you can see within 30 feet of you. These creatures each gain the benefits bestowed by your Blessing of the Currents feature until you finish a long rest or use that feature again.