Cleric
Base Class: Cleric

Water is the element of life. Water clerics are healers and preservers. They aid and care for any living creature in need. But never underestimate them. If need be, they can also harness the destructive power of water in all its forms. Specially against those that corrupt and harm the land and their ecosystems.

Most water clerics thrive in coastlines and river shores. And they prefer to stay near any major body of water. Some can be found next to a lake, acting as its guardian. However, a few know how harsh the life in the desert can be and how desperately water is needed in those regions, so they venture to these lands to lend a hand an comfort those who need them most.

Elemental Cantrips

When you choose this domain at 1st level, you learn the shape water cantrip as a Cleric cantrip. It counts as a cleric cantrip for you, but doesn't count against your number of cleric cantrips known.

Additionally, you also learn one of the following two spells as a Cleric cantrips: frostbite or mage hand. The hand created with your mage hand cleric cantrip is a pseudopod made of floating water instead of a hand of force, and you can choose to leave whatever it touches either wet or dry.

Natural Swimmer

At 1st level, you gain advantage on Strength (Athletics) checks made to swim, and if you are not proficient with the skill, you can still add your proficiency bonus. In addition, you gain a swimming speed equal to your walking speed.

Channel Divinity: Healing Draft

Starting at 2nd level, you can use your Channel Divinity to bless a small amount of water to infuse it with healing powers.

As a bonus action, you touch a small container filled with water and infuse it with healing energy. A creature drinking the water regains a number of hit points equal to five times your cleric level. The healing properties of the water last until your next turn.

Bond of Water

At 6th level, you gain find familiar as a cleric spell, and it is always prepared without counting against the number of cleric spells you have prepared. You can only summon a lesser water elemental with your find familiar cleric spell (that still counts as an elemental, not a celestial, fey, or infernal), and it can be cast with no material components.

Additionally, when you take the Attack action, you can forego one of your own attacks to allow your lesser water elemental familiar to make one Pesudopod attack of its own.

Healing Waters

Upon reaching 8th level, whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to your Wisdom modifier.

Elixir of Life

Also at 8th level, you can use your Healing Draft feature to infuse the water with the effects of a revivify spell, instead of healing powers.

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.

Speaker of the Waves

Also at 1st level, you learn the Aquan language, and are able to breathe both in air and in water.