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Water Domain (3pp)

Gods of water represent the power of this elemental force that roars with the waterfall and cools with the mist. Clerics who follow an entire pantheon in which at least one god includes this domain may take this as their own divine domain.

Table: Water Domain Spells
Cleric Level Spells
1st create food and water, fog cloud
3rd blur, shatter
5th water breathing, water walk
7th control water, ice storm
9th conjure elemental, cone of cold

Bonus Proficiencies

At 1st level, you gain proficiency with tridents and nets.

Bonus Cantrip

Also at 1st level, you gain the cantrip, ray of frost.

Unarmored Defense

From 1st level, if you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.

Channel Divinity: Tip of the Iceberg

Starting at 2nd level, you can use your Channel Divinity to wield the power of the polar sea. When you roll cold damage, you can use your Channel Divinity to deal maximum damage, instead of rolling.

Rushing Water

At 5th level, you gain an extra 10 ft. to speed, if wearing no armor. Shields do not prevent you from gaining this effect.

Soul of the Seal

At 8th level, you can swim double your speed, including through difficult terrain. You gain advantage to saving throws versus cold.

Channel Divinity: Tsunami

Once you reach 17th level, you may use Channel Divinity once per encounter to cast the spell Tsunami.

Section 15: Copyright Notice

Gods and Icons, Copyright 2016, Dread Unicorn Games; Authors: John WS Marvin, Vanessa Rose Phin, Connor W. Marvin.