River Domain

Rivers are the source of life in deserts and are the jurisdiction of the god Hapy.

River Domain Spells
Cleric Level Spells
1st fog cloud, thunderwave
3rd gust of wind, misty step
5th water breathing, water walk
7th control water, hallucinatory terrain
9th commune with nature, wall of water*

Bonus Proficiency

When you choose this domain at 1st level, you gain proficiency with Vehicles (Water), and you add double your proficiency bonus to checks with Vehicles (Water) and Strength (Athletics) checks to swim. Also, you have advantage on any Strength (Athletics) checks to swim.

Disciple of the River

Also at 1st level, you gain a swim speed equal to 30 feet. You may breathe underwater for a number of minutes equal to your Wisdom modifier, and regain those minutes following a short rest. You also gain darkvision 60 feet if you do not already have it, as well as resistance to bludgeoning damage.

Channel Divinity: Call Creatures of the Water

Starting at 2nd level, you may use your channel divinity to bring creatures that live in or near the water to serve you.

As an action, you present your holy symbol and call upon the creatures of the water. A number of aquatic creatures (including birds, mammals, and reptiles) with the beast type that are appropriate to the environment whose total HD are less than or equal to your Wisdom modifier + your proficiency bonus appear. These creatures understand your orders and serve you for one minute and then disperse to their usual haunts.

Beneath the Waves

Starting at 6th level, you may touch a companion and share with them your ability to swim and breathe underwater. You may do this a number of times equal to your Wisdom modifier, and regain uses following a short rest.

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.

Majesty of the Great River

At 17th level, you gain command of the water, wind, and waves. This acts as the control weather spell but affects the weather only over and around rivers, lakes, seas, and other large bodies of water.

Furthermore, you permanently gain the ability to breathe underwater and may share it through your Beneath the Waves feature. Those you share this ability with lose it following a long rest.

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