Water Domain


Deities of Water concern themselves with water creatures and the streams, rivers, lakes and oceans they inhabit. Water may also be a physical representation of chaos, travel or trade. Additionally, deities of Water may influence sailors and commerce that takes place via waterways.

Water Domain Spells

Cleric LevelSpells
1Create or Destroy Water, Purify Food and Drink
3Blur, Protection From Poison
5Water Breathing, Water Walk
7Control Water, Ice Storm
9Scrying,Conjure Elemental (Water only)

Water Mastery
When you first choose this domain, you gain proficiency in the Athletics skill. Additionally, you make any skill roll, saving throw or other roll that involves water in any form (some examples include: going without water, Athletic checks for swimming, Constitution checks for holding your breath underwater, Acrobatics checks when crossing ice, saving throws against water or ice-based spells) as if you had proficiency in the related skill or ability. Finally, you make all such checks with Advantage.

Channel Divinity: Become Water
Starting at 2nd level, you can use your Channel Divinity as a reaction to assume a watery form after being the target of a successful melee attack, ranged attack or other physical attack action (grapple, disarm or shove for instance). You must choose to use this ability before damage dice are rolled or the ability is resolved . If you activate this ability, your body and all that you are carrying and holding momentarily become like water: melee and ranged attacks pass harmlessly through your watery form and other actions against you similarly fail. You do not drop items you are holding, fall when climbing or suffer other ill effects from this momentary change. This ability does not aid you against any spell’s effect and lasts only for an instant - enough to avoid a single attack in a given round, not all attacks that may strike you, even if they arrive simultaneously.

Feature: 6th

Feature: 8th

Feature: 17th

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