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nickl_2000
2018-08-23, 10:03 AM
#3 of 4 for my primal domains. Please let me know of issues, if it seems good, if it's weak, if it thematically doesn't make a lot of sense. Also, I hate the name of saving splash, but it was all I could think of while writing it.


Water Domain

Domain Spells
Cleric Level/Spells
1st Create or Destroy Water, Healing Elixir
3rd Misty Step, Snilloc's Snowball Swarm
5th Tidal Wave, Wall of Water
7th Control Water, Watery Sphere
9th Destructive Wave, Maelstrom


Bonus Cantrip
When you choose this domain at 1st level, you gain the Control Water cantrip if you donít already know it. You cast this cantrip as a cleric cantrip

Freezing Water Strike
As a reaction to being attacked, you can cause a stream of freezing cold water to shoot out of your holy symbol at your attacker. The water strikes the opponent, distracting them and forcing them to make their attack at disadvantage.
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest

Channel Divinity: Water Adaptation
Starting at 2nd level you can use your channel divinity to adapt to underwater life.
As an action, present your holy symbol. For the next 24 hours your body adapts to aquatic life. You gain a swimming speed equal to your walking speed and your body develops gills, allowing you to breath under water. Your movement is also freed and not impeded by the extra resistance of swimming underwater.

Saving Splash
Starting at 6th level when you or a creature within 30 feet of you takes acid or fire damage, you may use your reaction to dump water over them this grants resistance to the creature against that instance of the damage. Additionally, all creatures within 5 feet much make a dexterity saving throw against your wisdom DC or be pushed back 5 feet.

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 cold damage to the target. When you reach 14th level, the extra damage increases to 2d8.

One with the water
At 17th level, your devotion to your deity grants you unbridled access to the water elements. You gain immunity to poison damage and resistance to acid damage. Additionally, you can turn your body into liquid, allowing you go through a space as narrow as 1 inch without squeezing.




Here is the full group from the set
Plant Domain (http://www.giantitp.com/forums/showthread.php?567201-Cleric-Subclass-Plant-Domain-PEACH)
Water Domain (http://www.giantitp.com/forums/showthread.php?567203-Cleric-subclass-Water-Domain-PEACH)
Air Domain (http://www.giantitp.com/forums/showthread.php?567207-Cleric-Subclass-Air-Domain-PEACH)
Animal Domain (http://www.giantitp.com/forums/showthread.php?567198-Cleric-subclass-Animal-Domain-PEACH)

Vogie
2018-08-23, 10:52 AM
Channel Divinity: Water Adaptation
Starting at 2nd level you can use your channel divinity to adapt to underwater life.
As an action, present your holy symbol. For the next 24 hours your body adapts to aquatic life. You gain a swimming speed equal to your walking speed and your body develops gills, allowing you to breath under water. Your movement is also freed and not impeded by the extra resistance of swimming underwater.

By "Your movement is also freed" do you mean they're under a Freedom of Movement effect?

If not, maybe consider it - otherwise the subclass won't have anything at all to do with their Channel Divinity when not around Water and/or undead.



Saving Splash
Starting at 6th level when you or a creature within 30 feet of you takes acid or fire damage, you may use your reaction to dump water over them this grants resistance to the creature against that instance of the damage. Additionally, all creatures within 5 feet much make a dexterity saving throw against your wisdom DC or be pushed back 5 feet.

Could also be called Quench, Drenching Shield, or Dousing Save

The last line would likely be worded "When you do, all creatures within 5 feet of that creature must make a dexterity saving throw against your wisdom DC. On a failed save, they are pushed back 5 feet."


One with the water
At 17th level, your devotion to your deity grants you unbridled access to the water elements. You gain immunity to poison damage and resistance to acid damage. Additionally, you can turn your body into liquid, allowing you go through a space as narrow as 1 inch without squeezing.

You've kinda buried the lead there.

I'd lead with the ability to turn your body into water as a bonus action, then define what happens while the Cleric is in their water form (what happens to your armor & weapons, duration, limitations et cetera) then include the Immunity to poison (was this supposed to be fire?) and resistance to acid as part of the water form.

nickl_2000
2018-08-23, 11:04 AM
By "Your movement is also freed" do you mean they're under a Freedom of Movement effect?

If not, maybe consider it - otherwise the subclass won't have anything at all to do with their Channel Divinity when not around Water and/or undead.


That's not all that different from some of the others to be honest. Doesn't giving a 2nd level PC a once a day for 24 hours freedom of movement seem way to powerful? Maybe it could be reduced to something else. My thought was that you can move around freely in water, but maybe I will ditch that completely and give it a different effect. Thanks for the thoughts.





Could also be called Quench, Drenching Shield, or Dousing Save

The last line would likely be worded "When you do, all creatures within 5 feet of that creature must make a dexterity saving throw against your wisdom DC. On a failed save, they are pushed back 5 feet."


Thanks!



You've kinda buried the lead there.

I'd lead with the ability to turn your body into water as a bonus action, then define what happens while the Cleric is in their water form (what happens to your armor & weapons, duration, limitations et cetera) then include the Immunity to poison (was this supposed to be fire?) and resistance to acid as part of the water form.

I actually took the immunity to poison and resistance to acid from the water elemental. My mind cannon was thinking that at level 17 you become almost part elemental, so you get what they get.

nickl_2000
2018-08-23, 11:10 AM
Try #2 with an additional channel divinity choice, changed the level 6 ability name and phrasing, and changed the level 17 ability.

Domain Spells
Cleric Level/Spells
1st Create or Destroy Water, Healing Elixir
3rd Misty Step, Snilloc's Snowball Swarm
5th Tidal Wave, Wall of Water
7th Control Water, Watery Sphere
9th Destructive Wave, Maelstrom

Bonus Cantrip
When you choose this domain at 1st level, you gain the Control Water cantrip if you donít already know it. You cast this cantrip as a cleric cantrip

Freezing Water Strike
As a reaction to being attacked, you can cause a stream of freezing cold water to shoot out of your holy symbol at your attacker. The water strikes the opponent, distracting them and forcing them to make their attack at disadvantage.
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest

Channel Divinity: Water Adaptation
Starting at 2nd level you can use your channel divinity to adapt to underwater life.
As an action, present your holy symbol. For the next 24 hours your body adapts to aquatic life. You gain a swimming speed equal to your walking speed and your body develops gills, allowing you to breath under water.

Channel Divinity: Flood
Starting at 2nd level you can use your channel divinity to summon the waves.
As an action, present your holy symbol. Water appears from underneath the ground, creating a 1 foot pool. A 50 foot square area becomes difficult terrain, at the end of one minute, the water soaks back into the ground.

Dousing Shield
Starting at 6th level when you or a creature within 30 feet of you takes acid or fire damage, you may use your reaction to dump water over them this grants resistance to the creature against that instance of the damage. When you do, all creatures within 5 feet of that creature must make a dexterity saving throw against your wisdom DC. On a failed save, they are pushed back 5 feet.

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 cold damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Liquidity
At 17th level, your devotion to your deity grants you the ability to turn yourself into a liquid form as a bonus action. While you are in this liquid form, you can fit through spaces as small as 1 inch without squeezing and enter into a hostile creatures space and stop there.
While in this form, you are immune poison and gain resistance to acid and fire damage. Additionally, you are immune to the grappled and restrained condition. However, if you take cold damage, your speed is reduced by 10 until the end of your next turn.