Water Domain

Water flows, it takes the path of least resistance, it is soft, yielding, the stuff of life. Water thunders, it roars, it dashes across the landscape when unbound, sweeping all before it. Like the other elemental forces, water is neither good or evil, it just simply is. Clerics of water reflect their elemental sources, they tend to be quiet until roused, happy to stay in one place until acted upon by an outside force, but terrible in their wrath. The river that feeds and cools you in the summer months is also the same river that rises up in spring and threatens to destroy all you know and love.

Water Domain Spells
Cleric Level Spells
1st create or destroy water, thunderwave
3rd flaming sphere, scorching ray
5th water breathing, water walk
7th control water, conjure minor elementals
9th cone of cold, conjure elemental

Water Conversion

Beginning at 1st level when you choose this domain, any spell you cast that inflicts energy damage, i.e. lightning or radiant, instead inflicts cold damage.

Furthermore, you are resistant to cold damage.

Watery Nature

Also at 1st level, you gain a swim speed equal to 30 feet. You may breath underwater for a number of minutes equal to your Wisdom modifier, and regain minutes following a short rest.

Channel Divinity: Burst of Water

Starting at 2nd level, you can use your Channel Divinity to send forth a burst of energy drawn from the elemental plane of water.

As an action, you present your holy symbol and evoke your deity’s name. You create a 30-foot sphere of energy centered on your holy symbol. All creatures except you caught in area of effect must succeed at a Dexterity save or suffer 2d8 cold damage and are pushed back 10 feet. Those who pass the save suffer half damage. All creatures and objects in the area are soaked.

Energy Absorption

Beginning at 6th level, when you suffer cold damage, you recover hit points equal to the amount of damage your energy resistance blocked.

Divine Strike

At 8th level, you gain the ability to infuse your weapon’s 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.

Body of Water

At 17th level you can transform your physical form to one of elemental energy. This transformation lasts a number of hours equal to your Wisdom modifier. While transformed you are resistant to bludgeoning, piercing, and slashing damage, immune to cold damage, gain a fly swim of 40 feet, soak unattended flammable objects you touch, and do not need to breathe.

Section 15: Copyright Notice

The Lost Lands World Setting: 5th Edition Rules Addendum, © 2020, Frog God Games; Author Kenneth Spencer

This is not the complete section 15 entry - see the full license for this page