The Waves domain is concerned with the fickle but powerful sea. Many gods of the sea have little concern for the creatures under their dominion, while others reward those who demonstrate power. Many sailors have prayed to the gods of the waves to save them from a storm, only to have that prayer seemingly fall on deaf ears. Deities that have the Waves domain include any god in their water aspect and most gods of weather or storms. Nonhuman deities include those worshiped by merfolk, sahuagin, and other ocean dwelling races.

Waves Domain Spells
Cleric Level Spells
1st create or destroy water, hydraulic push*
3rd phantom isle*, rapid rust*
5th water breathing, water walk
7th control water, feet to fins*
9th ride the waves*, vortex*

* These spells can be found in the Spells chapter at the end of this book.

Bonus Proficiencies

At 1st level, you gain proficiency with harpoons (covered in a future release), tridents, hand and heavy crossbows, and nets. You also gain proficiency with vehicles (water).

Wave Wall

Also at 1st level, you can create a magical wall of water to protect you from attacks. As an action, you create a 5-feet long by 5-feet high sheet of water that is a foot thick and adjacent to you.

The wave provides half cover against attacks made through it. The wave lasts for a number of rounds equal to your proficiency modifier, or until you dismiss it with a free action.

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Channel Divinity: Geyser

Starting at 2nd level, you can use your Channel Divinity to pummel enemies with a geyser of water.

As an action, you present your holy symbol and make a ranged spell attack against a target within 15 feet. The geyser deals 2d10 + your cleric level bludgeoning damage.

Wave Cape

Starting at 6th level, you can, as an action, wreathe yourself in a cloak of water, which grants you resistance to fire damage. You can dismiss the cape as a free action. While wearing the wave cape you have a swimming speed equal to your base speed.

Flow Like Water

Starting at 8th level, you can ignore the first 10 feet of difficult terrain you move through during your turn. This ability does not affect moving through the space of another creature.

Wave Form

Starting at 17th level, you can, as an action, transform into a water elemental with a challenge rating of 5 or lower.

The transformation lasts for 10 minutes, until you dismiss the transformation as a free action, or until you fall unconscious, drop to 0 hit points, or die.

Your game statistics are replaced by the statistics of the chosen elemental, though you retain your alignment and Intelligence, Wisdom, and Charisma scores. You assume the hit points of your new form, and when you revert to your normal form you return to the number of hit points you had before transforming. If you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form.

As long as the excess damage doesn’t reduce your normal form to 0 hit points, you are not knocked unconscious. You are limited by the nature of your new form and can’t speak or cast spells unless your form is able to.

You can use this ability once, and again after a short or long rest.

Section 15: Copyright Notice

The Grimdark Pamphlet. Copyright 2020, Rising Phoenix Games; Author: Rodney Sloan. Copyright 2020, Rising Phoenix Games; Author: Rodney Sloan

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