Elven Sky Domain (5e Subclass)

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Elven Sky Domain[edit]

The Sky domain is worshiped by elves at the Elven Sky Temple. The sister goddesses of the sky have the four attributes of the Sun, Moon, Wind and Rain. Solora, Luna, Ventus, and Aqua.

Sky Domain Spells
Cleric Level Spells
1st bless, cure wounds
3rd Healing Water, Curing Mist, Shape Holy Water(cantrip and only on holy water)
5th Rain of Hope, Reviving Waters
7th Watery Death Ward, Water Guardian of Faith
9th Mass Healing Water, raise dead
Bonus Proficiency

When you choose this domain at 1st level, you gain proficiency with heavy armor.

Disciple of Sky (Aqua)

Holy Water rains down from the sky on to you and circulates across your body as several streams of its own accord. The max amount of Holy Water is equal to the number of your spell slots (one spell slot = one vial of Holy Water). All rain water that lands on you becomes holy water. After a short rest a small rain cloud from above you and lightly rains on you refilling 1 use of holy water. After a long rest a small rain cloud forms above you and rains on you refilling all uses of holy water.

Also starting at 1st level, when under open sky (clouds don’t matter) you get +2 on all rolls.

Channel Divinity: High Spirits (gives inspiration)

Starting at 2nd level, you can use your Channel Divinity to heal the badly injured.

As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your cleric level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can't use this feature on an undead or a construct.

Blessed Healer

Beginning at 6th level, the healing spells you cast on others heal you as well. When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the spell's level.

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with frost energy or 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 frost or radiant damage to the target. When you reach 14th level, the extra damage increases to 1d8 frost and 1d8 radiant damage to the target.

Supreme Healing

Starting at 17th level, when you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12.

Shape Holy Water

Shape Holy Water can be used to as a bonus action to form any weapon/shield/armor from the remaining holy water circulating across your body, but needs a bonus action to change again once weapon or shield or armor is selected and when not in weapon/shield/armor form it returns to circulating across your body. The weapon/shield/armor forms are made of Holy Ice. The shield is to be used to defend yourself and others as a reaction. When in weapon/shield/armor form you cannot use the holy water to cast spell(s).

Shield form is used to add bonus AC to yourself or with a reaction to give bonus AC to a creature you can see being attacked in a 15 feet range (the creature has the bonus AC until the start of your next turn)

Shape Holy Water table
Spell slots Weapon Damage Die

(half rounded down is Frost damage) | Shield AC+#| Armor AC+#|

1 spell slot(s) 1d2 (1-2) | Shield AC+1 | Armor AC+1 |
2 spell slot(s) 1d4 (1-4) | Shield AC+2 | Armor AC+2 |
3 spell slot(s) 1d6 (1-6) | Shield AC+3 | Armor AC+3 |
4 spell slot(s) 2d4 (2-8) | Shield AC+4 | Armor AC+4 |
5 spell slot(s) 1d6+1d4 (2-10) | Shield AC+5 | Armor AC+5 |
6 spell slot(s) 2d6 (2-12) | Shield AC+6 | Armor AC+6 |
7 spell slot(s) 2d4+1d6 (3-14) | Shield AC+7 | Armor AC+7 |
8 spell slot(s) 2d6+1d4 (3-16) | Shield AC+8 | Armor AC+8 |
9 spell slot(s) 3d6 (3-18) | Shield AC+9 | Armor AC+9 |
10 spell slot(s) 2d6+2d4 (4-20) | Shield AC+10 | Armor AC+10 |
11 spell slot(s) 3d6+1d4 (4-22) | Shield AC+11 | Armor AC+11 |
12 spell slot(s) 4d6 (4-24) | Shield AC+12 | Armor AC+12 |
13 spell slot(s) 3d6+2d4 (5-26) | Shield AC+13 | Armor AC+13 |
14 spell slot(s) 4d6+1d4 (5-28) | Shield AC+14 | Armor AC+14 |
15 spell slot(s) 5d6 (5-30) | Shield AC+15 | Armor AC+15 |
16 spell slot(s) 4d6+2d4 (6-32) | Shield AC+16 | Armor AC+16 |
17 spell slot(s) 5d6+1d4 (6-34) | Shield AC+17 | Armor AC+17 |
18 spell slot(s) 6d6 (6-36) | Shield AC+18 | Armor AC+18 |
19 spell slot(s) 5d6+2d4 (7-38) | Shield AC+19 | Armor AC+19 |
20 spell slot(s) 6d6+1d4 (7-40) | Shield AC+20 | Armor AC+20 |
21 spell slot(s) 7d6 (7-42) | Shield AC+21 | Armor AC+21 |
22 spell slot(s) 6d6+2d4 (8-44) | Shield AC+22 | Armor AC+22 |
Healing Water

1st-level evocation

Casting time: 1 action

Range: Touch

Components: V, S, holy water

Duration: Instantaneous

A creature you touch regains a number of hit points equal to 2d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 2d4 for each slot level above 1st.


Curing Mist

2nd-level abjuration

Casting time: 1 action

Range: 2 feet per cleric level

Components: V, S, holy water

Duration: Instantaneous

You send mist made of holy water at a creature(s) and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.

Effects on curses roll 1d20, 1 to 5 no affect, 6 to 10 the curse’s duration is halved or effects halved, 11 to 15 the curse’s duration and effects are halved, 16 to 20 the curse is removed/broken/ended.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, Effects on curses roll gets +2 for each slot level above 2sd.


Rain of Hope

3rd-level abjuration

Casting time: 1 action

Range: 30 feet

Components: V, S, holy water

Duration: Concentration, up to 1 minute

This spell bestows hope and vitality. Choose any number of creatures within range. For the duration, each target has advantage on Wisdom saving throws and death saving throws, and regains the maximum number of hit points possible from any healing.


Reviving Waters

3rd-level necromancy

Casting time: 1 action

Range: Touch

Components: V, S, M (diamonds worth 300 gp, which the spell consumes), and holy water

Duration: Instantaneous

You engulf a creature that has died within the last minute in holy water. That creature returns to life with 1 hit point. This spell can't return to life a creature that has died of old age, nor can it restore any missing body parts.


Water Guardian of Faith

4th-level conjuration

Casting time: 1 action

Range: 30 feet

Components: V, holy water

Duration: 8 hours

A Large Water Elemental guardian appears for the duration in an unoccupied space of your choice that you can see within range. The guardian occupies that space and is indistinct except for its gleaming body emblazoned with the symbol of your deity.

Any creature hostile to you that moves to a space within 10 feet of the guardian for the first time on a turn must succeed on a Dexterity saving throw. The creature takes 20 bludgeoning or slashing or piercing radiant damage on a failed save, or half as much damage on a successful one. The guardian vanishes when it has dealt a total of 60 damage.


Mass Healing Water

5th-level evocation

Casting time: 1 action

Range: 60 feet

Components: V, S, holy water

Duration: Instantaneous

Healing holy water rains down on a 30-foot-radius circle on a point of your choice within range. Choose up to six creatures being rained on to heal. Each target regains hit points equal to 6d4 + your spellcasting ability modifier.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the healing increases by 1d8 for each slot level above 5th.

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