Water Domain Cleric

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Divine Domain: Water

The gods of the rivers, lakes, rains, and seas vary from wrathful storm lords to gentle life bringers. The more violent gods of storms hold sway over the Tempest domain, but the gods of sea life, healing waters, flowing rivers, and blessings of rain belong to another domain: Water. These gods can include beings like Anuket of Egypt, Glaucus of Greece, Chaac of the Maya, Habbakuk from Dragonlance, Eldath from the Forgotten Realms, and Obad-Hai from Greyhawk. The priests of these deities bless fishermen with safety and a plentiful catch and farmers with rain for a strong harvest, utilize the life-giving waters to cleanse disease and heal the sick, and protect the sanctity of the rivers, lakes, and seas as well as the creatures that reside there. Don't confuse this peaceful nature with pacifism, though, as Water clerics will defend their charges, violently if need be.

Water Domain Spells
Cleric Level Spell
1st Create and Destroy Water, Purify Food and Drink
3rd Lesser Restoration, Alter Self
5th Tidal Wave, Water Breathing
7th Control Water, Watery Sphere
9th Maelstrom, Greater Restoration

Bonus Cantrip

At 1st level you learn either the Shape Water or Ray of Frost cantrips. These are considered Cleric cantrips for you. If you already know both of those, you may learn another from the Cleric spell list.

From the Depths

At 1st level you gain proficiency with the trident, gain a swim speed of 30, and can breathe underwater.

Channel Divinity: Watery Spirit

Starting at 2nd level, you can use your Channel Divinity to protect an ally with a spirit of the ocean. As an action, you present your Holy Symbol and touch an ally, granting him your god's blessing. A small watery spirit in the shape of an aquatic creature begins to hover over their shoulder, and for the next minute they are healed for an amount equal to half your Cleric level rounded down at the start of each of their turns, minimum of 1. In addition, they are healed for the same amount whenever you cast a spell of first level or higher. Until this effect ends, you can use a bonus action to switch

the spirit to another ally.

Rejuvenating Waters

Starting at 6th level, as an action you may create a cylinder of magical water with a radius of 10 feet and a height of 5 feet. The water is rough terrain for hostile creatures that do not have a swim speed, but allies may pass through it freely. When an ally begins their turn inside the pool, they may use their reaction to remove one poison, disease, blindness, deafness, or paralysis effect from them or to expend a hit die and heal themselves for the maximum amount. This healing can only affect each ally once per usage of Rejuvenating Waters. This pool lasts for up to one minute. After creating this pool, you cannot create another until you have completed a long rest.

Potent Spellcasting

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

Mastery of the Sea

Starting at 17th level, you gain resistance to fire and cold damage and your swim speed increases to 60. Additionally, when you use Watery Spirit on an ally you choose to give them resistance to either fire or cold damage for the duration, and they also can breathe underwater and have a swim speed of 30.

Art Credit:

Mathias Kollros Deviant Art

 

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