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<blockquote data-quote="Rhineglade" data-source="post: 6833327" data-attributes="member: 6801931"><p><strong>WATER</strong></p><p></p><p></p><p></p><p>The Water Domain focuses on the aspect of Elemental Water and its innate, chaotic nature. Water. The source of life. It washes away our inequities and cleanses us of our sins. Water can purify. Water is also malleable. If you heat it, it evaporates into steam. If you freeze it, it condenses into ice. Water is ever-changing and ever-renewing. Water is the penultimate element. It erodes the earth, extinguishes the flame and fills the air with its vapor. Water can be used to both refresh and destroy.</p><p><strong></strong></p><p><strong>Water Domain Spells</strong></p><p></p><p><strong>Cleric Level Spells</strong></p><p>1st <em>absorb elements*, fog cloud</em></p><p>3rd <em>chill metal**, Snilloc's snowball swarm*</em></p><p>5th <em>assume liquid form**, sleet storm</em></p><p>7th <em>conjure minor elemental (water only), ice storm</em></p><p>9th <em>cone of cold, conjure elemental (water only)</em></p><p></p><p>* indicates a spell from Princes of the Apocalypse</p><p></p><p>** variant spell from the Player's Handbook</p><p></p><p><strong>Bonus Proficiency</strong></p><p>When you choose this domain at 1st level, you gain proficiency with trident.</p><p></p><p><strong>Born of the Sea</strong></p><p>At 1st level, you have a swim speed of 20 and you can breathe underwater. When you make a melee weapon attack underwater, you do not have disadvantage on the roll. You also gain the ability to speak, read and write Aquan, the language of Elemental Water.</p><p></p><p><strong>Channel Divinity: Water Breathing</strong></p><p>Starting at 2nd level, you can touch a creature and bestow water breathing for 2 hours. </p><p></p><p><strong>Chill of the Ocean Depths</strong></p><p>At 6th level, the cold that your magic can create can overcome an enemies resistance. You can ignore an enemy's cold resistance .</p><p></p><p><strong>Potent Spellcasting</strong></p><p>At 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.</p><p></p><p><strong>Channel Divinity: Command the Elements</strong></p><p>At 17th level, you can command water creatures with your Channel Divinity power similar to the way an evil cleric can command the undead. As an action, you present your holy symbol and speak a prayer of watery majesty. One water creature of your choice within 30 feet of you must make a Wisdom saving throw against your cleric spell DC. If the creature fails, you can command it to perform its next action: Attack (another creature of your choice within reach of the target), Dash, Drop an item it's holding, Flee, Grovel or Halt.</p><p></p><p> </p><p></p><p> </p><p></p><p><strong><em>NOTES ON NEW DOMAIN SPELLS</em></strong></p><p></p><p><strong> CHILL METAL</strong></p><p></p><p>Treat as Heat Metal but the spell causes metal to shine with a cold-blue hue causing cold damage instead of fire damage. Material component is your holy symbol.</p><p></p><p> </p><p></p><p><strong>ASSUME LIQUID FORM</strong></p><p>3rd-level transmutation</p><p>Casting Time: 1 action</p><p>Range: Touch</p><p>Components: V, S, M (your holy symbol)</p><p>Duration: Concentration, up to 1 hour</p><p></p><p>You transform a willing creature you touch, along with everything it's wearing and carrying into a flowing pool of water for the duration. The spell ends if the creature drops to 0 hit points. An incorporeal creature isn't affected. While in this form, the target has limited land speed of 10 feet. Underwater however it is effectively invisible and has a speed of 40 feet. A creature in liquid form has resistance to nonmagical damage, and it has advantage on Strength, Dexterity and Constitution saving throws. The target can enter and occupy the space of another creature. The target can pass through small holes, narrow openings, and even mere cracks. On land, the target flows from one position to another. It can not fly or jump. While in liquid form, the target can't talk or manipulate objects, and any objects it was carrying or holding can't be dropped, or otherwise interacted with. The target can't attack or cast spells.</p></blockquote><p></p>
[QUOTE="Rhineglade, post: 6833327, member: 6801931"] [B]WATER[/B] The Water Domain focuses on the aspect of Elemental Water and its innate, chaotic nature. Water. The source of life. It washes away our inequities and cleanses us of our sins. Water can purify. Water is also malleable. If you heat it, it evaporates into steam. If you freeze it, it condenses into ice. Water is ever-changing and ever-renewing. Water is the penultimate element. It erodes the earth, extinguishes the flame and fills the air with its vapor. Water can be used to both refresh and destroy. [B] Water Domain Spells[/B] [B]Cleric Level Spells[/B] 1st [I]absorb elements*, fog cloud[/I] 3rd [I]chill metal**, Snilloc's snowball swarm*[/I] 5th [I]assume liquid form**, sleet storm[/I] 7th [I]conjure minor elemental (water only), ice storm[/I] 9th [I]cone of cold, conjure elemental (water only)[/I] * indicates a spell from Princes of the Apocalypse ** variant spell from the Player's Handbook [B]Bonus Proficiency[/B] When you choose this domain at 1st level, you gain proficiency with trident. [B]Born of the Sea[/B] At 1st level, you have a swim speed of 20 and you can breathe underwater. When you make a melee weapon attack underwater, you do not have disadvantage on the roll. You also gain the ability to speak, read and write Aquan, the language of Elemental Water. [B]Channel Divinity: Water Breathing[/B] Starting at 2nd level, you can touch a creature and bestow water breathing for 2 hours. [B]Chill of the Ocean Depths[/B] At 6th level, the cold that your magic can create can overcome an enemies resistance. You can ignore an enemy's cold resistance . [B]Potent Spellcasting[/B] At 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip. [B]Channel Divinity: Command the Elements[/B] At 17th level, you can command water creatures with your Channel Divinity power similar to the way an evil cleric can command the undead. As an action, you present your holy symbol and speak a prayer of watery majesty. One water creature of your choice within 30 feet of you must make a Wisdom saving throw against your cleric spell DC. If the creature fails, you can command it to perform its next action: Attack (another creature of your choice within reach of the target), Dash, Drop an item it's holding, Flee, Grovel or Halt. [B][I]NOTES ON NEW DOMAIN SPELLS[/I][/B] [B] CHILL METAL[/B] Treat as Heat Metal but the spell causes metal to shine with a cold-blue hue causing cold damage instead of fire damage. Material component is your holy symbol. [B]ASSUME LIQUID FORM[/B] 3rd-level transmutation Casting Time: 1 action Range: Touch Components: V, S, M (your holy symbol) Duration: Concentration, up to 1 hour You transform a willing creature you touch, along with everything it's wearing and carrying into a flowing pool of water for the duration. The spell ends if the creature drops to 0 hit points. An incorporeal creature isn't affected. While in this form, the target has limited land speed of 10 feet. Underwater however it is effectively invisible and has a speed of 40 feet. A creature in liquid form has resistance to nonmagical damage, and it has advantage on Strength, Dexterity and Constitution saving throws. The target can enter and occupy the space of another creature. The target can pass through small holes, narrow openings, and even mere cracks. On land, the target flows from one position to another. It can not fly or jump. While in liquid form, the target can't talk or manipulate objects, and any objects it was carrying or holding can't be dropped, or otherwise interacted with. The target can't attack or cast spells. [/QUOTE]
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