Water Domain



Water is an ever-changing and ever flowing force of nature. It is calming and tumultuous, restorative and destructive. Gods of this domain acknowledge and embrace its versatility and adaptability, and encourage their clerics to do the same. Water domain clerics are often found healing and cleansing those in need while crashing down on their foes with terrible destructive force.
As rulers of the seas, rivers, lakes, and storms, the gods of the Water domain watch over all who dwell in or near the water. Examples include Eldath, Umberlee, and Talos.
Water 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.
| Cleric Level | Spell |
|---|---|
| 1st | create or destroy water, fog cloud |
| 3rd | misty step, augury |
| 5th | water breathing, tidal wave |
| 7th | watery sphere, control water |
| 9th | maelstrom, cone of cold |
Bonus Proficiencies
At 1st level, you gain proficiency with martial weapons.
Blessing of the Sea
As an action, you give one creature you touch (including possibly yourself) swimming speed equal to your walking speed. This benefit lasts until you take a long rest or until you use this feature again.
Shifting Tides
At 1st level, you can use your bonus action to unleash a current of water capable of moving other creatures. Choose another creature you can see within 30 feet that is on the ground or in a body of water. You may pull it 10 feet closer to you or push it 10 feet away from you. An unwilling creature can succeed on a Strength saving throw against your cleric spellcasting DC to resist the effect.
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.
Channel Divinity: Soothing Mist
Starting at 2nd level, you can use your channel divinity to heal and protect a creature with a soothing mist. As an action, you present your holy symbol to release a light stream of mist that envelops a creature you can see within 30 feet of you. The target regains hit points equal to your Cleric level plus your Wisdom modifier, and also gains the same amount of temporary hit points.
While the temporary hit points last, the creature has advantage on saving throws against being frightened or charmed.
Cleansing Waters
Starting at 6th level, when you restore hit points to an ally with your channel divinity or with a spell of 1st level or higher, you may also cure it of one disease or one effect causing it to be poisoned, blinded, deafened, or paralyzed.
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with 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 cold damage to the target.
When you reach 14th level, the extra damage increases to 2d8.
Crashing Waves
At 17th level, your Shifting Tides can push or pull creatures an additional 10 feet. Additionally, when you deal your Divine Strike damage to a creature on your turn, you may force it to make a Strength saving throw against your Cleric spellcasting DC. On failure, it is pushed 10 feet away from you and knocked prone.
Credit
- Art: Halimar Tidecaller by Magali Villeneuve