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Water Domain

A trickle of water through the dirt. A tidal wave, washing away entire cities. A small spring, precious and sacred beyond measure. Without water, there is no life. And where water runs, so does hope.

Clerics of Water seek that hope, that last vestige of possibility and potential for something better. At for what they will do with it when they have found it – that is for them to decide.

Water Domain Spells
Cleric Level Spells
1st Fog cloud, grease
3rd Acid arrow, protection from poison
5th Water breathing, water walk
7th Blight, control water
9th Conjure elemental (water only), contagion

Disciple of Water

At 1st level, you know the acid splash and spare the dying cantrips. You only need to consume half as much water per day as normal. You gain a swimming speed equal to your walking speed.

Channel Divinity: Disrupt The Veins

At 2nd level, you can use your Channel Divinity to disrupt the water within living hostile creatures. Choose a number of creatures equal to 1 + half your Cleric level (rounded down). These creatures must succeed on a Constitution saving throw or be stunned until the end of their next turn.

Undead and constructs are immune to this effect, unless water is a key part of their functionality.

Water-based elementals automatically fail this saving throw.

Scent of Moisture

At 6th level, you may open up your senses to the world around you. If there is a body of fresh water within 5 miles of you, you know of its presence and in which direction you must go to find it, but not how far away from you it is. You must finish a long rest to regain the use of this feature.

Channel Divinity: Calm The Humors

At 6th level, you may use your Channel Divinity to cure a creature you can see of one disease or poison. The creature then regains hit points equal to 1d6 + your Cleric level.

Divine Strike

At 8th level, once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d6 necrotic damage to the target. When you reach 14th level, the extra damage increases to 2d6.

The River

At 17th level, you gain resistance to necrotic damage. You can cast the spell water breathing without expending a spell slot.

Section 15: Copyright Notice

Deadworlds: A Post-Apocalyptic Expansion for the World's Greatest Roleplaying Game Copyright 2017 PondStrider Games. Author George Sutherland Howard

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