OGC:Water Domain (5e Subclass)
This material is published under the OGL 1.0a. |
Water Domain
Clerical Divine Domain
Water is essential to all life, but it is also a primal, untameable force. In addition to deities of oceanic might like Poseidon and Aegir, this domain is also held by the gods of rivers and lakes, who are often imagined as being much friendlier to humanity than the hungry, wine-dark sea.
This domain might also be part of the portfolio of a god of sailors, marines, or fishermen, who grants mortals the understanding of how to use the waters for their own purposes.
Water Domain Spells
- 1st create or destroy water, purify food and drink
- 3rd mirror image, misty step
- 5th water breathing, water walk
- 7th control water, freedom of movement
- 9th drowning, scrying
Bonus Proficiency
At 1st level, you gain proficiency with water vehicles.
Athletic Swimmer
Also at 1st level, you gain have a swimming speed equal to your land speed. You also gain proficiency with the Athletics skill and double your proficiency bonus when making any check related to swimming or remaining afloat.
Channel Divinity: Roar of the Waves
At 2nd level, you can use your Channel Divinity to speak in a voice as loud as the raging sea itself, startling the living creatures around you. As an action, you present your holy symbol and speak in a booming voice. Each living creature within 30 feet that can understand you and hear you must make a Wisdom saving throw. On a failure, that creature is frightened of you for 1 minute or until it takes damage.
Echolocation
At 6th level, you gain blindsight out to 60 feet while on land, or up to 120 feet while underwater. Your blindsight does not function while you are deafened.
Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Body of Water
At 17th level, you gain the power to transform your body into a liquid form that retains your features and resembles your normal form. While liquid, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks and immunity to poison damage and the grappled, paralyzed, petrified, poisoned and restrained conditions. You also gain vulnerability to fire and cold damage, as these damage types cause you to boil or freeze, and cease to be liquid.
You can activate this power as a bonus action; it persists until you take a long rest, take fire or cold damage, or end this effect as an action.
You must complete a long or short rest before you can use this feature again.
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