Water Domain, Work in Progress

MechaPilot

Explorer
I'm working on a water domain for my homebrew setting, and I was hoping to get some opinions about the following features, but most especially on the Channel Divinity feature. I was designing the Channel Divinity: Drown feature for the 2nd level domain spot, but it feels like it's powerful enough to get put in the 6th level domain spot. It's a bit like a monk's stunning strike, only with certain downsides the stunning strike doesn't have (namely, it doesn't impose all the penalties of the stunned condition on the target) but it has some features the stunning strike doesn't have (primarily the ability to maintain the effect and to kill with it given enough time maintaining it).

Any thoughts, concerns and constructive criticisms are welcome and most appreciated. Thank you.



Aquatic
When you choose this domain at 1st level, you gain a 30-foot swim speed, the ability to breathe water, and proficiency with the Aquan language. If you’re an aquatic creature that already has a swim speed and can breathe water you gain a walking speed and the ability to breathe air. If you’re an amphibious creature that already has both a walking and a swimming speed and can breathe both air and water (such as a Siren) your swim speed increases by an amount equal to 5 feet times your proficiency modifier.



Channel Divinity: Aquatic or Elemental Turning
Starting at 2nd level, choose one of the following abilities:

A Light In The Deep

You can use your Channel Divinity to turn hostile aquatic beasts as if they were undead. When you use this ability in water your holy symbol radiates heat and light, warming the water to 70° F and shedding bright light out to a 30-foot radius.

Elemental Turning

You can use your Channel Divinity to turn elemental creatures of fire or water as if they were undead.



Channel Divinity: Drown
Starting at 6th level, you can use your Channel Divinity to fill the lungs of an air-breathing creature with water.
As an action, choose one enemy within 30 feet of you, present your holy symbol and speak a prayer to drown your foe. The target must make a Constitution saving throw. If the creature fails its saving throw it’s lungs begin filling with water faster than it can be expelled. The target can’t speak, its speed is cut in half, it has disadvantage on all attack rolls, as well as on all Strength and Dexterity ability checks and saving throws, and attack rolls against the creature have advantage.

A target suffering this effect is suffocating as its lungs fill with water. At the end of the turn in which this ability is used, the target has run out of breath (it has all been displaced by water).

You can maintain this effect by remaining within 30 feet of your target, concentrating on it, and spending an action on your turn. If you do, the target can repeat the Constitution saving throw at the end of its turn. A success means the target throws off the effect and spends that turn coughing the water from its lungs. A failed saving throw means the target continues to suffocate.



Might of the Oceans
Starting at 8th level, you gain the ability to infuse your weapon strikes with the cold and crushing pressures of the ocean floor. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an additional 1d4 bludgeoning and 1d4 cold damage to the target. When you reach 14th level, the extra damage increases to 1d8 bludgeoning and 1d8 cold.

Divine Storm
Starting at 17th level, when you use the Control Weather spell to increase precipitation and wind strength, the effects will continue after you stop concentrating. However, you won’t be able to change the weather conditions again until you re-cast the Control Weather spell). Once you cease concentrating the effects continue for twice as many hours as you spent concentrating on the spell. This means concentrating for the full 8 hours will result in the effects continuing for 16 hours after you stop concentrating.

Also, by performing an 8-hour ritual and spending 13 spell points you can create a tsunami to strike a coastal area. The Tsunami creates a wave a mile long that rises 100 feet tall. When it hits, it crashes against everything within 300 feet of the water’s edge, dealing 10d6 bludgeoning damage and sweeping away any unsecured objects. Creatures caught in the tsunami must make a Strength saving throw or else be knocked prone and carried to the far edge of the affected area.
 
Last edited:

log in or register to remove this ad

Harzel

Adventurer
Looking at other domains, the 6th level ability does not seem to generally require an expenditure of Channel Divinity. On the other hand the 6th level abilities also seem to generally be weaker than Drown. More later...

EDIT: Knowledge and War domains do require a use of CD for their 6th level features, so that's not unprecedented.
 
Last edited:

Satyrn

First Post
I like everything . . . except that 2d4 damage at 8th level. It just seems too fiddly. I'd prefer it was 1d8 cold or bludgeoning damage (player's choice each attack).

Oh, and I think you could reasonably just combine the both level 2 channel divinities into one (maybe remove the fire fire elemental creatures if it seemed too strong still).

Drown looks great. Really adds flavor and identity to the domain, I think, along with being a cool attack.
 

MechaPilot

Explorer
I edited the OP to include all the features of the domain. I'm a bit iffy on the level 17 feature. It's flavorful, but I think it's too niche.
 


77IM

Explorer!!!
Supporter
1. Bonus to swim speed = 5 * proficiency, may be overpowered for multiclass characters (especially in an aquatic campaign). I'd just give a flat +10 ft.

2. Might of the Oceans: This is called Divine Strike on other clerics. It's usually only given to clerics who gain access to heavy armor. Clerics who don't get heavy armor usually get +Wis to spell damage, instead. I think it's fine here, but you might want to give proficiency in heavy armor, or at least proficiency in all martial weapons. Also, I agree with the above poster that +2d4 is awkward; it's easier to just do +1d8 and you get to pick the damage type.

3. Channel Divinity options at 2nd level seem super weak. I'd move Drown to 2nd level, because that is a cool and flavorful ability. I might lessen some of the penalties, like the movement speed penalty and saving throw penalty. Suffocating is bad enough already. I'd also specify that maintaining this requires concentrating as if on a spell, so that it can be disrupted. And that maintaining it requires line of sight so that you can't activate it and then run and hide. Also I'd make the target run out of breath at the end of their first turn under this effect. That means the target gets at least 2 turns before drowning, during which it can try to disrupt your concentration, and hope to make its save.

4. You should come up with a domain spell list.
 

MechaPilot

Explorer
I like everything . . . except that 2d4 damage at 8th level. It just seems too fiddly. I'd prefer it was 1d8 cold or bludgeoning damage (player's choice each attack).

I really want to keep it as extra damage of both types, but I certainly see how a 1d8 choice could be preferable to 1d4 of each. I'm tempted to just go with 1d8 and say half of the additional damage (rounded down) is cold damage and the remaining additional damage is bludgeoning. What would you think of that method?


Oh, and I think you could reasonably just combine the both level 2 channel divinities into one (maybe remove the fire fire elemental creatures if it seemed too strong still).

I agree. I don't see having both options as being too strong. I just went with forcing a choice to err on the side of caution.


Drown looks great. Really adds flavor and identity to the domain, I think, along with being a cool attack.

Thanks, and thank you for the feedback as well.



1. Bonus to swim speed = 5 * proficiency, may be overpowered for multiclass characters (especially in an aquatic campaign). I'd just give a flat +10 ft.

Good Point. I'll make that change.


2. Might of the Oceans: This is called Divine Strike on other clerics. It's usually only given to clerics who gain access to heavy armor. Clerics who don't get heavy armor usually get +Wis to spell damage, instead. I think it's fine here, but you might want to give proficiency in heavy armor, or at least proficiency in all martial weapons. Also, I agree with the above poster that +2d4 is awkward; it's easier to just do +1d8 and you get to pick the damage type.

I see your point about the armor proficiency, but I don't really want to give heavy armor proficiency because the mix of water and heavy armor feels wrong. And if I give heavy armor prof then clerics of that domain will wear heavy armor; in most circumstances, they'd be foolish not to if they could.


3. Channel Divinity options at 2nd level seem super weak.

I agree. I'm going to take the advice @Satyrn offered and give them both at 2nd level.


I'd move Drown to 2nd level, because that is a cool and flavorful ability. I might lessen some of the penalties, like the movement speed penalty and saving throw penalty. Suffocating is bad enough already. I'd also specify that maintaining this requires concentrating as if on a spell, so that it can be disrupted. And that maintaining it requires line of sight so that you can't activate it and then run and hide. Also I'd make the target run out of breath at the end of their first turn under this effect. That means the target gets at least 2 turns before drowning, during which it can try to disrupt your concentration, and hope to make its save.

Thank you for the compliment, and for the feedback.

As for how drown works, some of the changes you suggested were already part of the ability:

1) You do have to concentrate on it, "You can maintain this effect by remaining within 30 feet of your target, concentrating on it, and spending an action on your turn." As a point of fact, you have to spend an action each turn to concentrate on it.

2) The target does run out of breath at the end of the first turn, "A target suffering this effect is suffocating as its lungs fill with water. At the end of the turn in which this ability is used, the target has run out of breath (it has all been displaced by water)."

I do agree that I need to add language so seeing the target is required to concentrate on the effect (and to use the effect in the first place, which it turns out was an accidental omission on my part). I think this is important because it gives the victim a couple extra ways out of drowning, namely diving behind cover or concealment, or having an invisibility spell cast upon them.


4. You should come up with a domain spell list.

I am working on one. This is what I have so far.

1st: Create or Destroy Water, Purify Food & Drink
3rd: ?, ?
5th: Water Breathing, Water Walk
7th: Control Water, Evard's Black Tentacles
9th: ?, ?

I am considering replacing Water Walk with Tidal Wave
 

leogobsin

First Post
I am working on one. This is what I have so far.

1st: Create or Destroy Water, Purify Food & Drink
3rd: ?, ?
5th: Water Breathing, Water Walk
7th: Control Water, Evard's Black Tentacles
9th: ?, ?

I am considering replacing Water Walk with Tidal Wave

Maelstrom is a pretty obvious pick for 9th level, maybe also Cone of Cold?
For 3rd what about Misty Step?
 


Satyrn

First Post
I really want to keep it as extra damage of both types, but I certainly see how a 1d8 choice could be preferable to 1d4 of each. I'm tempted to just go with 1d8 and say half of the additional damage (rounded down) is cold damage and the remaining additional damage is bludgeoning. What would you think of that method?
I'd prefer it over the d4s. It'll still wind up being what I'd consider slightly fiddly, but only when those specific resistances/vulnerabilities/etc come into play, while most of the time it's never noticed.

But this really is a personal preference thing, and if your players like rolling lots of dice, then sticking with the d4s would be the better choice.
 

Remove ads

Top