Water Domain

Maybe they are known as the Water God, or King of Water Elementals, and deity of water and purification. As a primordial elemental, they do not dabble in world affairs and might be cold and distant to their few followers, but they are a dynamic deity. Their nature is to be constantly unpredictable, ever-changing, yet still pragmatic and enduring. They could also be a god of purity and cleansing, and many of their followers believe that they wash away the impurities in the land and air with phenomena like floods. They might also be the guardian of treasure under the sea. Their followers include sailors, pirates, water elementals and other dwellers of the Elemental Plane of Water, water genasi, and other creatures with a deep connection to water.

WATER DOMAIN SPELLS

Cleric LevelSpells
1st create or destroy water, fog cloud
3rd Melf’s acid arrow, Snilloc’s snowball swarm*
5th wall of water*, water breathing
7th control water, watery sphere*
9th cone of cold, maelstrom*

*spell found in Xanathar’s Guide to Everything

SERVANT OF WATER

When you choose this domain at 1st level, you learn the shape water cantrip (see Xanathar’s Guide to Everything). This counts as a cleric cantrip for you and doesn’t count against the number of cantrips you can have. In addition, you can speak, read, and write Aquan. Aquan is a dialect of Primordial, an ancient, harsh, and guttural language.

AMPHIBIOUS

At 1st level, you gain a swimming speed equal to your land speed, and you can breathe underwater.

CHANNEL DIVINITY: TIDAL WAVE

Starting at 2nd level, you can use your Channel Divinity to conjure up a rolling wave of water.

Choose an area within 120 feet of you. The area can be up to 30 feet long, up to 10 feet wide, and up to 10 feet tall. Each creature in the area must make a Dexterity saving throw. On a failure, a creature takes 4d8 bludgeoning damage and is knocked prone. On a success, a creature takes half as much damage and isn’t knocked prone. The water then spreads out across the ground in all directions, extinguishing unprotected flames in its area and within 30 feet of it.

WATERY DEFENSE

Starting at 6th level, you have advantage on saving throws against any physical or magical effects that are water- related, acid-related, or cold-related in nature, including spells such as watery sphere, ice storm, etc., the breath weapon of a black dragon, or an acid trap.

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.

WATERY FORM

Starting at 17th level, you can turn your body into the consistency of water. Using your action, you undergo a transformation. For 10 minutes, you gain the following benefits:

 You become resistant to bludgeoning, piercing, and slashing damage from nonmagical weapons.

 You are immune to being grappled, prone, or restrained.

 You can enter a hostile creature’s space and stop there. You can move through a space as narrow as 1 inch wide without squeezing.

 When you enter a creature’s space, the creature is automatically restrained. A restrained creature can make a Strength check with a DC of 8 + your Strength modifier + your proficiency bonus.

 As an action, you can make two slam attacks using your Strength or Dexterity modifier for the attack roll (your choice). An attack deals bludgeoning damage equal to 2d8 + your Strength or Dexterity modifier.


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