Gods of water represent the power of this elemental force that roars with the waterfall and cools with the mist. Clerics who follow an entire pantheon in which at least one god includes this domain may take this as their own divine domain.
|1st||create food and water, fog cloud|
|5th||water breathing, water walk|
|7th||control water, ice storm|
|9th||conjure elemental, cone of cold|
At 1st level, you gain proficiency with tridents and nets.
Also at 1st level, you gain the cantrip, ray of frost.
Channel Divinity: Tip of the Iceberg
Starting at 2nd level, you can use your Channel Divinity to wield the power of the polar sea. When you roll cold damage, you can use your Channel Divinity to deal maximum damage, instead of rolling.
At 5th level, you gain an extra 10 ft. to speed, if wearing no armor. Shields do not prevent you from gaining this effect.
Soul of the Seal
At 8th level, you can swim double your speed, including through difficult terrain. You gain advantage to saving throws versus cold.
Channel Divinity: Tsunami
Once you reach 17th level, you may use Channel Divinity once per encounter to cast the spell Tsunami.
Gods and Icons, Copyright 2016, Dread Unicorn Games; Authors: John WS Marvin, Vanessa Rose Phin, Connor W. Marvin.