Cleric Subclass: Aquatic Domain

by OrionTheHunter

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Aquatic Domain


It is seen that water is the blood of nature and part of the symbolic construction of life. Gods of water, let it be of rivers, lakes, oceans, or even those that bring showering rain across fields. The people who understand its true nature know it well of how it can wash away worries and enemies.

Cleric Level Feature
1st Aquatic Domain Spells, Boon of Water, Eyes of Wine
2nd Channel Divinity: Gentle Rain
6th Cleansing Water
8th Potent Spellcasting
17th Master of Maelstroms

Aquatic Domain Spells

At 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Aquatic Domain Spells table. Each of these spells are always prepared and count as a cleric spell for you, but doesn’t count against the number of cleric spells you can prepare at one time.

Aquatic Domain Spells
Cleric Level Spells
1st absorb elements, fog cloud
3rd misty step, alter self
5th wall of water, tidal wave
7th watery sphere, black tentacles
9th maelstrom, hold monster

Boon of Water

At 1st level, you gain proficiency with tridents and water vehicles.

In addition, you know the shape water cantrip. It doesn't count against the number of cleric cantrips you know.

Eyes of Wine

At 1st level, you can spend one minute praying over at least 1 lb. of water to change its properties for up to 8 hours or until the end of your next long rest. You can choose one of the following options for the water each time you use this feature.

  • Aquatic Elixir. You create two elixirs. When a creature consumes one of these, it gains the ability to breath underwater for a number of hours equal to half your cleric level (minimum of 1 hour). When you reach 6th level, a creature that drinks this gains a swimming speed equal to your walking speed.
  • Holy Water. The water functions the same as holy water for the duration, except it deals additional radiant damage equal to half of your cleric level. You can also expend 25 gp worth of powered silver to transform the flask and create holy water with the same effects and no duration.
  • Water to Wine. When a creature consumes this wine, they gain advantage on saving throws to against being frightened or charmed for a number of hours equal to half your cleric level (minimum of 1 hour).

Channel Divinity: Gentle Rain

At 2nd level, you can use your Channel Divinity to conjure bountiful rain that aids your allies. As an action, you can present your holy symbol and create a brief, localized rainstorm. The rainstorm is centered on you in a cylinder that is 20 feet tall in a 20-foot radius. The rainstorm moves with you, and it lasts for 1 minute or until you are incapacitated or die. When a creature (including you) ends its turn in the cylinder, you can grant that creature one of these benefits:

  • It gains a +1 bonus to its Armor Class.
  • You remove 1 level of exhaustion from it.

A creature can only gain one benefit once, and can’t gain the same benefit again until it finishes a short or long rest.

When you reach 18th level, the area your Gentle Rain covers increases to a cylinder of 40 feet tall in a 40-foot radius, and can grant a +2 bonus to a creature’s Armor Class or remove up to 2 levels of exhaustion from it.

Cleansing Water

At 6th level, when a creature consumes a drink from your Eyes of Wine, or when you restore hit points to an ally with a feature or with a spell of 1st-level or higher, you may also end one disease or one condition affecting the target from the following list: poisoned, blinded, deafened, or paralyzed.

Potent Spellcasting

At 8th level, once on each of your turns, you can add your Wisdom modifier to the damage roll of any cleric spell you cast.

Master of Maelstroms

At 18th level, you draw power from water itself to bolster the strength of your spells. When you roll for damage or to restore hit points, you may roll three additional die when you or the target meet one of the following conditions:

  • Has consumed one drink from your Eyes of Wine.
  • Standing in rainy weather that is natural or caused by the effect of a feature.
  • Standing at least knee-deep or completely submerged in water.

Once you use this feature, you can't do so again until you finish a long rest.


Art Credit

Water Symbol — Skylanders
Water into Wine — Jerry Baerk (?)

Q&A


  • Q: What's with the Wine thing?
  • A: Well, apart from the fabled story of how a certain someone turned water into wine, many people associate water with the color blue, but since it's historically rarely used in any writing, some often used the term of "wine" as a reference of color.

Notes


Inspired by the many works of the cleric subclass of similiar themes

  • 5.30.22: Version 1

-- Aquatic Domain (I've seen many Ocean, Sea, Water and similar themed domains, so in short I piled them primarily under the name of Aquatic)


 

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