Water Domain

For many people, water is seen as a source of life or purity and is often featured in religious ceremonies. Some cultures consider springs or rivers as sacred places touched by the gods, while others perform rituals to bring the rain. Seafaring folk may pray to a god of this domain for safe travels, while desert dwellers give thanks for sources of fresh drinkable water. The gods of water; Eldath, Umberlee, Deep Sashelas, Sobek, and Poseidon; rule over the seas, rivers, and lakes. Regardless of their patron, Clerics of a god of water are often popular amongst the common folk and almost always welcomed.

Domain Spells

Cleric Level Spells 1st Create or Destroy Water, Ice Knife 3rd Misty Step, Snilloc’s Snowball Swarm 5th Tidal Wave, Water Breathing 7th Watery Sphere, Control Water 9th Maelstrom, Cone of Cold

Bonus Cantrip

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.

Blessed Waters

Also at 1st level, you learn to bless and purify waters. Any water or ice you create or manipulate as part of a spell is purified, rendering it free of poison and disease, and is considered Holy Water.

Fiends or undead that touch this water or ice take 2d6 radiant damage, in addition to the spell's regular effects. This additional damage may not occur more than once per round.

After a minute the blessing fades and it is no longer considered Holy Water, although it remains purified.

Channel Divinity: Soothing Mists

Starting at 2nd level, you can use your Channel Divinity to douse flame and blanket allies in a protective mist. As an action you present your holy symbol and extinguish all open flames within 30 feet of you.

Additionally, choose a number of creatures within 30 feet of you equal to your wisdom modifier (minimum of 1). The chosen creatures gain temporary hit points equal to twice your cleric level, while these hit points exist that creature has resistance to fire damage.

Guided Torrent

Starting at 6th level, you learn to direct the destructive forces of water to avoid harming those you wish to protect. Creatures with temporary hit points granted from your Soothing Mists feature ignore the damage and effects of any spell you cast that creates or manipulates water or ice, and instead restore temporary hit points equal to the spell's damage to a temporary hit point maximum equal to twice your cleric level.

Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Flowing Movements

At 17th level, your physiology and movements become attuned with flowing water providing you with increased mobility in water and the ability to freely evade attacks.