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Water Domain The cylinder can restrain as many as four Medium or smaller

creatures or one Large creature. If the cylinder restrains a


creature that causes it to exceed this capacity, a random
Water Domain Spells creature that was already restrained by the cylinder falls out
Cleric Level Spells of it and lands prone in a space within 5 feet of it. Any
1st Create or Destroy Water, Ice Knife creature restrained by the cylinder at the end of its duration
3rd Waterspout, Blessings of Pure Water
falls prone.
5th Water Breathing, Tidal Wave Divine Strike
7th Control Water, Watery Sphere At 8th level, you gain the ability to infuse your weapon strikes
9th Cone of Cold, Maelstrom
with the power of the crashing waves. 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
Water Touched the target. When you reach 14th level, the extra damage
At 1st level, you learn the shape water cantrip. You can also increases to 2d8.
breath underwater and you gain a swimming speed equal to
your walking speed. Be Like Water
At 17th level, your affinity to aquatic environments grants you
Channel Divinity: Bend Water the following benefits:
Starting at 2nd level, you can use your Channel Divinity to
create magical coils of undulating water that you can You can breathe normally underwater.
command to assault your enemies or protect your allies. You have a swimming speed equal to your walking speed.
As an action, you present your holy symbol, and a number When you are in a natural underwater environment, you
of watery tendrils equal to your proficiency bonus emerge can attempt to hide even when you are only lightly
from your body. You can use a tendril in one of the following obscured.
ways.
Earth Domain
As an action, you can use a tendril to make a melee spell
attack against a creature within 30 feet of you that is not Earth Domain Spells
behind total cover. On a hit, you deal bludgeoning damage Cleric Level Spells
equal to 2d10 + your cleric level.
When a creature that you can see within 30 feet of you is 1st Earth Tremor, Heroism
targeted by an attack, you can use your reaction to 3rd Maximillian's Earthen Grasp, Spike Growth
interpose a tendril between the creature and the attacker, 5th Erupting Earth, Meld into Stone
granting the creature a +2 bonus to their AC for that
attack. 7th Stone Shape, Stoneskin
9th Transmute Rock, Wall of Stone
Immediately after you use a tendril, it collapses into a pool
of mundane, inanimate water. A tendril otherwise lasts for 1 Earth Touched
minute or until you are incapacitated or die. At 1st level, you learn the mold earth cantrip. You also gain
Channel Divinity: Watery Tomb proficiency with martial weapons and heavy armor.
At 6th level, you can use your Channel Divinity to trap your See with your Feet
enemies within a columnar vortex of churning water. Also at 1st level, you can see using the earth's vibrations. As a
As an action, you present your holy symbol and choose a bonus action you gain tremorsense with a range of 60 feet for
point that you can see within 30 feet of you. A 20-foot-high, 5- 10 minutes.
foot-radius cylinder of water centered on that point springs
into existence for 1 minute. When a Large or smaller You can use this feature a number of times equal to your
creature enters the cylinder for the first time on a turn or Wisdom modifier (a minimum of once). You regain all
starts its turn there, it must make a Strength saving throw. expended uses when you finish a long rest.
On a failed save, a creature is restrained, engulfed by the
water, and unable to breathe unless it can breathe water. On Channel Divinity: Break Earth
a successful save, a creature is ejected from the cylinder to Starting at 2nd level, you can use your Channel Divinity to
the nearest unoccupied space of the creature’s choice outside churn the ground into a broken landscape, impeding and
of the cylinder. At the end of each of its turns, a restrained entrapping your enemies.
creature can repeat the saving throw, ending the effect on As an action, you present your holy symbol, and the ground
itself on a success. in a 20-foot radius around you becomes difficult terrain. Each
creature in the area must succeed on a Strength saving throw
or be restrained until the end of your next turn.
Steady as a Rock Inured to Fire
At 6th level you have advantage on Strength and Dexterity At 6th level, your divine affinity to fire both numbs the pain of
saving throws made against effects that would knock you its blistering kiss and fuels the flames of your assault. You
prone or force you to move against your will. Also, while gain resistance to fire damage. Additionally, when you are hit
wearing heavy armor you gain a +1 bonus to AC. with an attack that deals fire damage, you gain advantage on
the next attack roll you make before the end of your next turn.
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes Potent Spellcasting
with divine energy. Once on each of your turns when you hit a Starting at 8th level, you add your Wisdom modifier to the
creature with a weapon attack, you can cause the attack to damage you deal with any cleric cantrip.
deal an extra 1d8 bludgeoning damage. When you reach 14th
level, the extra damage increases to 2d8. Fire Soul
At 17th level, the fury of the celestial flame courses through
Aftershock every fiber of your being. You gain immunity to fire damage.
At 17th level, you can absorb the kinetic energy from your Additionally, any spell or magical effect you create that deals
enemy’s attack and turn it against them. When a creature fire damage ignores resistance to fire damage and treats
deals bludgeoning, piercing, or slashing damage to you, you immunity to fire damage as resistance to fire damage.
can use your reaction to make a melee weapon attack against
it. If you hit with the attack, you deal an extra 2d8 force Air Domain
damage.
Air Domain Spells
Fire Domain Cleric Level Spells
1st Feather Fall, Zephyr Strike
Fire Domain Spells
Cleric Level Spells 3rd Gust of Wind, Warding Wind
1st Burning Hands, Searing Smite 5th Fly, Wind Wall
3rd Flame Blade, Scorching Ray 7th Freedom of Movement, Storm Sphere
5th Fireball, Daylight 9th Control Winds, Steel Wind Strike
7th Fire Shield, Wall of Fire
Deflecting Gust
9th Flame Strike, Immolation At 1st level, you learn the gust cantrip if you don't know it
already.
Fire Touched In addition, you can interpose a blast of wind between
At 1st level, you learn the control flame and fire bolt cantrips. yourself and incoming attacks to lessen the impact. When an
You also gain proficiency with martial weapons and heavy attacker that you can see hits you with a weapon attack, you
armor. can use your reaction to reduce the damage you take from
the attack by 1d10 + your Wisdom Modifier + your cleric
Fire Vengeance level. Starting at 6th level, you can also use this feature when
Also at 1st level, you can answer attackers with fiery fury. a creature within 30 feet of you is attacked by a ranged attack
When a creature within 5 feet of you that you can see hits you that you can see.
with an attack, you can use your reaction to cause the You can use this feature a number of times equal to your
creature to make a Dexterity saving throw. The creature takes Wisdom modifier (a minimum of once). You regain all
2d8 fire or radiant damage (your choice) on a failed saving expended uses when you finish a long rest.
throw, and half as much damage on a successful one.
Air Stride
You can use this feature a number of times equal to your Also at 1st level, you can summon brief but intense bursts of
Wisdom modifier (a minimum of once). You regain all air to hold you aloft. As a bonus action, you can hover slightly
expended uses when you finish a long rest. above a solid or liquid surface and move through the air as if
Channel Divinity: Destructive Wrath you were walking on solid ground. You land on in an
Starting at 2nd level, you can use your Channel Divinity to unoccupied space at the end of your turn.
wield the power of fire with unchecked ferocity. Channel Divinity: One with the Wind
When you roll fire or radiant damage, you can use your Starting at 2nd level, you can use your Channel Divinity to
Channel Divinity to deal maximum damage, instead of dart across the battlefield, leaving your foes astonished.
rolling. As a bonus action, you gain the benefits of the Dash and
Disengage actions.
Mighty Winds You point towards a creature within range to receive the gift
Starting at 6th level, you learn to funnel some of the energy of Pure Water. For the duration, the targeted creature
from your spells into sudden, intense blasts of air that strike instantly regains hit points equal to the casters casting ability
at your foes.
When you make a spell attack roll on your turn, modifier, one of their current weapon(s) start to profusely
you can use your bonus action to make a melee spell attack drip water and gains the Magical property. Lastly, the weapon
against a creature within 15 feet of you. This attack deals 1d6 deals 1d4 additional damage as Cold damage for the
bludgeoning damage. duration.
The bludgeoning damage increases to 2d4 when you reach At Higher Levels Casting this spell as a 4th, 6th or 8th
12th level in this class, and to 2d6 when you reach 18th level level spell increases the amount healed by 2d6 and the
in this class. damage done by 1d6.
Potent Spellcasting
At 8th level, you add your Wisdom modifier to the damage
you deal with any cleric cantrip.
Reap the Whirlwind
At 17th level, you gain the ability to manifest a furious
whirlwind to batter your enemies. As an action, you summon
roaring winds that blow around in a 30-foot radius and move
with you, remaining centered on you. The whirlwind lasts for
1 minute or until you lose concentration. The area becomes
difficult terrain for creatures other than you, and ranged
weapon attacks in the area are impossible. The wind counts
as a severe distraction for other creatures for the purpose of
maintaining concentration on spells. The wind extinguishes
flames and disperses vapor, gas, fog, mist, and similar
phenomena in the area, whether mundane or magical.
When a creature starts its turn in the whirlwind or enters
the whirlwind for the first time on its turn, it takes 2d10
bludgeoning damage.
Once you use this feature, you cannot use it again until you
finish a long rest.
Additional Spells
Waterspout
2nd-level evocation
Casting Time: 1 action
Range: Self (30-foot radius)
Components: V, S, M (a vial of water)
Duration: Instantaneous
You create a forceful stream of water that rushes out in a
line 30 feet long and 5 feet wide. Each creature in the line
must make a Strength saving throw. On a failure, the
creature takes 3d6 Bludgeoning damage and is pushed up to
15 feet away from you. If the creature succeeds on its saving
throw, it takes half as much damage and is not pushed.
At Higher Levels When you cast this spell using a spell
slot of 3rd level or higher, increase the bludgeoning damage
by 1d6 per slot level above 2nd.
Blessings of Pure Water
2nd-level enchantment
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: 1 Minute

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