Water Domain

Domain Spells

Cleric Level Spells
1st Ice Knife, Absorb Elements
3rd Lesser Restoration, Mirror Image
5th Beacon of Hope, Revivify
7th Death Ward, Elemental Bane
9th Conjure Elemental, Mass Cure Wounds

Devotee of Water
At 1st level, you know the shocking grasp cantrip, and you gain proficiency in your choice of the Athletics, Medicine, or Nature skills and learn the Aquan language.

Servant of Water
Also at 1st level, you have a swim speed equal to your land speed and you can breathe air and water.

Channel Divinity: Airy Water
Starting at 2nd level, you can use your Channel Divinity to infuse water around you with air so that creatures can breathe.
As an action while you are underwater, you present your holy symbol and cause the water within 10 feet of you to become effervescent for as long as you concentrate, up to 1 hour. Creatures in the area that normally breathe water or air can breathe normally while they remain in the area.

Quench
Also at 2nd level, you can extinguish flames with a word and gesture. As a bonus action, you may extinguish any flame inside a 10-foot cube that you can see within 60 feet of you.

Channel Divinity: Rebuke Elemental
At 6th level, you can use your Channel Divinity to rebuke elementals.
As an action, you present your holy symbol and speak a prayer to invoke elemental power. One elemental that can see and hear you within 30 feet of you must make a Wisdom saving throw. If the creature is a water elemental, it has disadvantage on this saving throw. If the creature fails the save, it becomes turned for 1 minute or until it takes any damage. See “Channel Divinity: Turn Undead” for the effects of being turned.
If the elemental was a water elemental, you may instead cause the creature to become charmed for 1 minute. While charmed by you, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature, which it does its best to obey. You can specify a simple and general course of action, such as “Attack that creature” or “wait here.”

Channel Divinity: Flowing Form
Also at 6th level, you can use your Channel Divinity to assume a watery form.
As an action, you and everything you wear and carry become clear, clean water that has your shape until the end of your next turn. While in this form, you double your swim speed, have resistance to bludgeoning, piercing, and slashing damage, and can squeeze through cracks wide enough to permit the flow of water. If you drop an item you were wearing carrying when you assumed this form, it instantly reverts to its normal shape and material when it leaves your possession.

Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with elemental 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. When you reach 14th level, the extra damage increases to 2d8.

Form of Water
Also at 17th level, you can transform yourself into a being of living water and remain in that form for up to 1 hour, until you use an action to return to your normal form, or until you become unconsciousness. While in this form you have all of the following benefits:

  • You increase your swim speed by 60 feet.
  • You can pass through spaces occupied by enemies and pass through any opening that water can pass through without squeezing.
  • You have resistance to acid damage and bludgeoning, piercing, and slashing damage from non-magical weapons.
  • You are immune to and poison damage.
  • You are immune to the grappled, paralyzed, petrified, poisoned, prone, and restrained conditions.

Once you use this feature, you cannot use it again until after you complete a long rest.

Water Domain

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