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Water (3pp)

Few clerics are granted powers that encompass elements that are simultaneously fundamental to the flourishing of life and capable of wiping away all traces that life was once there. Water takes many forms; so too do the powers granted to clerics of this domain. A cleric devoted to a god with dominion over water can call to hand the force of a rushing river current, summon the relentless, crashing power of the tides, or conjure the bitter cold of a blizzard. Clerics with this domain can summon or vanish into blinding mists, walk across the bottom of a lake without harm, and harness the catastrophic power of a flood. Many different deities grant the powers of the water domain to their followers: gods of the sea, gods of the rain and snow, and gods of rivers, lakes, and streams.

Table: Water Domain Spells
Cleric LevelSpells
1stcreate or destroy water, fog cloud
3rdblur, misty step
5thsleet storm, water breathing
7thconjure minor elementals, control water
9thconjure elemental, cone of cold

Relentless as the Tides

When you choose this domain at 1st level, you gain proficiency with heavy armor. Additionally, wearing heavy armor does not affect your ability to swim or encumber your movement in water.

Destructive as the Flood

Also starting at 1st level, your damaging spells are more effective. Whenever you roll damage for a cleric spell of 1st level or higher, add your Wisdom modifier to the damage (minimum of 1)

Channel Divinity: Crashing Waves

Starting at 2nd level, you can use your Channel Divinity to summon the power of the crashing waves to strike at your enemies.

When you hit an enemy with a melee weapon attack, you can use your Channel Divinity as a bonus action to cause a wave of divine power to wash out over each enemy you choose that is within 10 feet of the target of the attack. For each of those creatures, if the attack roll of the weapon attack equals or exceeds that creature’s Armor

Class, that creature takes bludgeoning damage equal to the weapon’s damage die + your Wisdom modifier (plus any extra damage gained from the Divine Strike feature once you reach 8th level).

Placid as the Lakes

Beginning at 6th level, when you are charmed, you can use your action to end the effect that is causing you to be charmed.

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 bludgeoning damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Untouchable as the Mists

Starting at 17th level, you are permanently under the effects of the water breathing spell, and whenever you cast one of your domain spells, you gain resistance to bludgeoning, piercing, and slashing damage until the end of your next turn.

Section 15: Copyright Notice

The Book of the Righteous, Copyright 2002, 2017, Aaron Loeb