Cleric
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

1st-level  feature

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

protection from poison, lesser restoration

5th

wall of water, water breathing

7th

control water, watery sphere

9th

maelstrom, greater restoration

 

Bonus Cantrips

 

When you choose this domain at 1st level you gain the shape water and ray of frost cantrips. For you, these cantrips count as cleric cantrips.

 

 

Divine Dew

Also at first level, 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 up to 1 hour.

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.

 

 

Calm water

3th-level

If you are in water or when it rains, you gain bonus AC equal to your Wisdom modifier and also gain advantage on saving throws.

Channel Divinity: Misty Shroud

Starting at 2nd level, 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. Friendly creatures within 30 feet of you may immediately use a reaction to move up to half of their speed. Hostile creatures within 30 feet of you are unable to take reactions for the duration. The fog spreads around corners.

 

 

Blessings of Water

Starting at 6th level, you can protect yourself and allies from fire and acid with a veil of water.

When a creature, including yourself, gains temporary hit points from a spell you cast, or a Cleric class feature you use, that creature also gains resistance to fire and acid damage while any of the temporary hit points remain.

 

 

Potent Spellcasting

Starting at 8th level,

you add your Wisdom modifier to the damage you deal with any cleric cantrip.

 

Warding Rains

Starting at 17th level, you can use your action to conjure a divine rain that surrounds you in a 20-foot radius for 1 minute or until you dismiss it with another action. You and friendly creatures within the rain gain a +2 bonus to saving throws.

Unprotected flames in the area are doused.