Water Domain
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.
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.
The Water Domain is based on original work by Ponggoleechee.
Water Domain Clerics around the Azure Sea
Clerics of the Water Domain tend to worship Procan, but it is not unheard of for worshippers of Beory, Deep Sashelas, Ehlonna, Panzuriel and Semuanya to follow tis path. Clerics of the Water Domain tend to be loners, rather than belonging to large organised churches and congregations. They may live a quiet life on a farm, or they may serve in the Imperial Navy, but wherever they choose to serve, they always feel closer to the forces of life-giving water than they do to other people.Water Domain Expanded Spell List
Level | Spells |
---|---|
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. |
1st | create or destroy water, absorb elements |
3rd | lesser restoration, alter self |
5th | tidal wave, water breathing |
7th | control water, watery sphere |
9th | maelstrom, greater restoration |
Water Domain Cleric by Mathias Kollros
Water Domain
Expanded Spell List. (Level 1)
The gods of the Water Domain let you choose from an expanded spell list of spells when you choose your cleric spells. These spells are detailed opposite.
From the Depths. (Level 1)
At 1st level you gain proficiency with the trident, gain a swim speed of 30, and can breathe underwater.
Channel Divinity: Watery Spirit. (Level 2)
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. (Level 6)
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. (Level 8)
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Mastery of the Sea. (Level 17)
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.
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