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RustyDemiGod
2023-08-25, 10:49 PM
Water Domain

There are few forces as impactful in the shaping of the land as water. As a disciple of the waters you take an active role in the shaping of the world around you, and bring the terror of the open deep to your foes.

Water Domain Spells
Cleric Level Spells
1st Ice Knife, Frost Fingers
3rd Rime’s Binding Ice, Dragon’s Breath*
5th Water Wall, Tidal Wave
7th Control Water, Conjure Minor Elementals**
9th Cone of Cold, Conjure Elemental***
*Cold damage only.
**Water elementals only.
***Water elementals only.


-Agile Swimmer: When you choose this domain at 1st level, you gain a swimming speed equal to your base movement speed. If you already possess a swimming speed it increases by 10ft.

-Brine in the Veins: Also starting at 1st level, you gain the Shape Water and Water Whip cantrips. These cantrips count as Cleric cantrips, and do not count against the number of Cleric cantrips you know.

-Channel Divinity, Turn or Command Elementals: Starting at 2nd level, you can use your Channel Divinity to cause Elementals to flee. As an action, you present your holy symbol, and each elemental within 30ft of you that can hear you must make a Wisdom saving throw. On a failed save, elementals other than Water elementals, are turned for 1 minute or until it takes damage. If the Elemental is Water based they are forced to serve you for 1 minute. On each of your turns you can issue orders to a commanded Fire Elemental as a bonus action.
A turned elemental must spend it’s turn trying to move as far away from you as it can, and it can not willingly move into a space within 30ft of you. It also can not take reactiocns. For it’s action, it can only use the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.
If the elementals true form is concealed by an illusion, shape shifting, or other effect, that form is revealed while it is turned.

-Still Waters: At 6th level, you become as immovable as the ocean and as wrathful as the storm. You have advantage on Constitution saving throws to maintain your concentration on a spell when you take damage. In addition, whenever you are forced to make a Constitution saving throw to maintain concentration you may cast the Water Whip cantrip on an enemy within range as a reaction.

-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. This ability is usable with the Water Whip cantrip.

-Water Clones: Starting at 17th level, you gain the ability to duplicates of yourself out of water for a short time. As an action, you create 2 approximate doubles of yourself out of water for 1 minute. You can command them mentally as a bonus action, and they act immediately after you in the initiative order. They dissolve after 1 minute has passed or if they are killed.


Water Clone

-Small or Medium elemental
-Armor Class: 10+your Dexterity modifier
-Hit Points: 5+5x your character level
-Speed: 30ft. Swim 30ft.
- [ ] STR 15 (+2)
- [ ] DEX 14 (+2)
- [ ] CON 14 (+2)
- [ ] INT 10 (+0)
- [ ] WIS 10 (+0)
- [ ] CHA 10 (+0)

-Damage Immunities: Cold
-Condition Immunities: Charmed, Frightened, Grappled, Prone, Restrained
-Damage Vulnerabilities: Lightning
Challenge: ——
-Languages: Understands the languages you speak.
-Proficiency Bonus: Equals your bonus.

Actions:

-Water Whip: Ranged weapon attack, your spell attack modifier to hit, range 30ft, one target you can see. Hit 1d10+PB slashing damage.

-Ice Scythe: Each creature within 5ft must succeed on a Dexterity saving throw against your spell save DC or take 1d8+PB Cold damage.

-Spell Proxy- For the duration you may cast spells through one of your clones on your turn.



Water Whip-Cantrip
Transmutation Cantrip
Casting Time: 1 Action
Range: 30ft
Components: S
Duration: Instantaneous

You create a whip of water formed from the atmosphere or environment that lashes a creature within range. Make a melee spell attack against the target. If the attack hits, the creature takes 1d6 slashing damage, and if the creature is Large or smaller, you can pull the creature up to 10ft closer to you.

At higher levels: This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Spell lists: Bard, Cleric, Druid

JNAProductions
2023-08-25, 11:21 PM
Being able to whip anyone when making a Concentration save feels weird.
Someone stabs you? Whip a completely different person.

Otherwise, no big complaints.

RustyDemiGod
2023-08-26, 01:28 AM
That’s a good point that actually made me laugh out loud. The image in my head now kind of makes me want to keep that