Cleric subclass
The gods of the Water domain command one of nature's most versatile and powerful forces, holding sway over every form of water from the smallest raindrop to the mightiest ocean. These deities -- whether they rule over crashing seas, frozen glaciers, flowing rivers, or gentle rains -- grant their clerics mastery over water's dual nature as both nurturer and destroyer. Their priests can summon water's many aspects: walking through crushing depths unharmed, conjuring blinding mists, calling forth bitter ice, or unleashing devastating floods. This command over water's endless forms makes these clerics as adaptable and powerful as the element they control.
Cleric Spell |
Spells |
1st | create or destroy water, fog cloud |
3rd | blur, misty step |
5th | sleet storm, water breathing |
7th | conjure minor elementals (water only), control water |
9th | conjure elemental (water only), cone of cold |
When you choose this domain at 1st level, you gain proficiency with heavy armor. Additionally, wearing heavy armor does not affect your ability to swim or encumber your movement in water.
Also starting at 1st level, your damaging spells are more effective. Whenever you roll damage for a cleric spell of 1st level or higher, add your Wisdom modifier to the damage (minimum of 1).
Starting at 2nd level, you can use your Channel Divinity to summon the power of the crashing waves to strike at your enemies.
When you hit an enemy with a melee weapon attack, you can use your Channel Divinity as a bonus action to cause a wave of divine power to wash out over each enemy you choose that is within 10 feet of the target of the attack. For each of those creatures, if the attack roll of the weapon attack equals or exceeds that creature's Armor Class, that creature takes bludgeoning damage equal to the weapon's damage die + your Wisdom modifier (plus any extra damage gained from the Divine Strike feature once you reach 8th level).
Beginning at 6th level, when you are charmed, you can use your action to end the effect that is causing you to be charmed.
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 bludgeoning damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Starting at 17th level, you are permanently under the effects of the water breathing spell, and whenever you cast one of your domain spells, you gain resistance to bludgeoning, piercing, and slashing damage until the end of your next turn.
The Book of the Righteous. Green Ronin Publishing, 2017.
Trindle Spring Lutheran Church RPG Club | Mechanicsburg, PA