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JNAProductions
2018-12-11, 11:30 PM
Domain Spells



1st
Armor of Agathys, Create or Destroy Water


3rd
Blindness/Deafness, Darkness


5th
Fear, Hunger of Hadar


7th
Control Water, Shadow of Moil


9th
Maelstrom, Enervation



Bonus Proficiencies
At level one, you gain proficiency in heavy armor.

Creature Of The Depths
At level one, you gain the ability to breathe water and a swim speed equal to your land speed. In addition, you can see even in the ocean's deepest depths, gaining 60' darkvision that's in color underwater, and never suffer damage from being too deep.

Channel Divinity: Crushing Depths
At level two, you may, as an action, present your divine focus to draw upon the crushing ocean's depth to destroy your foes. All creatures of your choice within 30' of you must make a Constitution save against your spell DC, taking 2d10+your Wisdom modifier bludgeoning damage on a failure and becoming restrained till the end of your next turn. On a success, they take half damage and are not retrained.

Improved Depths Dweller
At level six, your swim speed increases by 10', and your darkvision improves to 120' while underwater. You may also, while underwater, see through magical darkness if it is created by a spell of a level you can cast.

Potent Spellcasting
At level eight, you may add your Wisdom modifier to your cantrips' damage.

TBD
Work in progress...

sandmote
2018-12-12, 01:06 AM
Okay, a deep ocean domain is a really cool theme.

I'd like to suggest Shape Water as a bonus cantrip.

Also it really needs some wider benefits that still apply out of the water. Maybe grant cold resistance as part of Improved Depths Dweller?

At 17th level, maybe add cold damage/range to Crushing Depths? Or something pressure themed granting resistance to non-magical bludgeoning, piercing and slashing damage? Although both are fairly routine for a cleric subclass...

edit: typo