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Clerics who take the Water domain | Clerics who take the Water domain favor water over the other four elements and believe in the importance of intuition, emotions, and personal relationships. Water clerics are deeply empathetic and very concerned about the mental wellbeing of the people in their communities, and they often work as counsellors, healers, and guards. Their focus on personal and spiritual connections also makes Water clerics excellent diviners, and they often rely on visions from their gods to show them the best path forwards. Water clerics typically preach adaptability and recommend that people focus on simple, clear solutions over complicated schemes or risk-taking. The chance for a giant leap forward isn't worth the possibility of tumbling into the ravine instead. | ||
|3rd spell=[[ | With their commitment to people instead of achievements, Water clerics are diametrically opposed to clerics of Fire, whose drive to act, Water clerics say, can lead to reckless and dangerous behavior that gets people hurt. | ||
|5th spell=[[Ice | |||
{{Domain|power=The cleric's [[Turn Undead|turn undead]] ability functions against fire elementals. | |||
'''Granted Power''': [[Evasion]]: Whenever the cleric makes a successful Reflex save to take half damage from a spell or effect, he instead takes no damage. | |||
'''Granted Power''': [[Extra Skill]] ([[Sense Motive]]): The cleric is in tune with the feelings of the people around them. | |||
|1st spell=[[Water Breathing]] | |||
|2nd spell=[[Grease]] | |||
|3rd spell=[[Darkness]] | |||
|4th spell=[[Ice Storm]] | |||
|5th spell=[[Wall of Ice]] | |||
|6th spell=[[Cone of Cold]] | |||
|7th spell=[[Acid Fog]] | |||
|8th spell=[[Horrid Wilting]] | |||
|9th spell=[[Elemental Swarm]] | |||
}} | }} | ||
== BGTSCC Features == | |||
* In order to use domains your [[Deity | deity]] must match. | |||
== | == Deities with Water Domain == | ||
[[ | *[[Auril]] | ||
* | *[[Deep Sashelas]] | ||
*[[Eldath]] | |||
*[[Isis]] | |||
* | *[[Istishia]] | ||
* | *[[Sebek]] | ||
*[[Silvanus]] | |||
*[[Umberlee]] | |||
Latest revision as of 22:59, 23 September 2021
Clerics who take the Water domain favor water over the other four elements and believe in the importance of intuition, emotions, and personal relationships. Water clerics are deeply empathetic and very concerned about the mental wellbeing of the people in their communities, and they often work as counsellors, healers, and guards. Their focus on personal and spiritual connections also makes Water clerics excellent diviners, and they often rely on visions from their gods to show them the best path forwards. Water clerics typically preach adaptability and recommend that people focus on simple, clear solutions over complicated schemes or risk-taking. The chance for a giant leap forward isn't worth the possibility of tumbling into the ravine instead.
With their commitment to people instead of achievements, Water clerics are diametrically opposed to clerics of Fire, whose drive to act, Water clerics say, can lead to reckless and dangerous behavior that gets people hurt.
This domain grants a cleric the following additions:
Domain power
Granted power: The cleric's turn undead ability functions against fire elementals.
Granted Power: Evasion: Whenever the cleric makes a successful Reflex save to take half damage from a spell or effect, he instead takes no damage.
Granted Power: Extra Skill (Sense Motive): The cleric is in tune with the feelings of the people around them.
Spells
| Level | Spell |
| 1 | Water Breathing |
| 2 | Grease |
| 3 | Darkness |
| 4 | Ice Storm |
| 5 | Wall of Ice |
| 6 | Cone of Cold |
| 7 | Acid Fog |
| 8 | Horrid Wilting |
| 9 | Elemental Swarm |
BGTSCC Features
- In order to use domains your deity must match.