Base Class: Cleric
Deities of water value ideals of purity, vitality, serenity, flexibility, and perseverance. Clerics of such deities seek to protect bodies of water and the communities around them. They might hunt monstrosities that corrupt and taint sources of water, or work to bring water to communities in need of it.
Domain Spells
You gain domain spells at the cleric levels listed in the Water Domain Spells table. See the Divine Domain class feature for how domain spells work.
Water Domain Spells
| Cleric Level | Spells |
|---|---|
| 1st | create or destroy water, fog cloud |
| 3rd | lesser restoration, protection from poison |
| 5th | wall of water, water breathing |
| 7th | control water, watery sphere |
| 9th | greater restoration, maelstrom |
Bonus Cantrips
1st-level Water Domain feature
When you choose this domain at 1st level you gain the ray of frost and shape water cantrips. These cantrips count as cleric spells for you, and they don't count against the number of cantrips you know.
Divine Dew
1st-level Water Domain feature
You can conjure blessed water to improve your vitality. As a bonus action, you can grant yourself or a creature you can see within 30 feet temporary hit points equal to twice your cleric level. These hit points last for up to 1 hour.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once), regaining all expended uses when you finish a long rest.
Channel Divinity: Misty Shroud
2nd-level Water Domain feature
You can use your Channel Divinity to cloak yourself and allies in a protective mist.
As an action, you present your holy symbol, and a cold fog swirls around you for 1 round. Creatures of your choice within 30 feet of you may immediately use a reaction to move up to half of their movement speed. Hostile creatures within the same range are unable to take reactions for the duration. The fog spreads around corners.
Blessings of Water
6th-level Water Domain feature
You can protect yourself and allies with a veil of water.
When a creature has temporary hit points that you granted through a spell, feat, or class feature, they also have resistance to acid and fire damage, and cannot be grappled. If they lose these temporary hit points, this effect persists until the end of their next turn.
Potent Spellcasting
8th-level Water Domain feature
You add your Wisdom modifier to the damage you deal with any cleric cantrip.
Warding Rains
17th-level Water Domain feature
As an action you can conjure divine rain that surrounds you in a 20-foot radius sphere for 1 minute or until you dismiss it as an action. You and creatures of your choice within the rain are immune to being frightened, gain a +2 bonus to saving throws, and gain temporary hit points equal to your Wisdom modifier at the start of each of its turns. Unprotected flames in the area are doused. When the rain ends, the targets lose any remaining temporary hit points from this ability.
Once you use this feature you can't do so again until you finish a long rest.
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