Water Domain for 5th Edition

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, and soothe fresh wounds. 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.

Bonus Proficiencies

When you choose this domain at 1st level, you gain proficiency with heavy armor.

Cleric Water Domain Spells

1st create or destroy water, fog cloud
3rd blur, misty step
5th sleet storm, water breathing
7th conjure minor elementals*, control water
9th conjure elemental*, cone of cold
*water elementals only

As the Flood

Also at 1st level, you have a swim speed equal to your walking speed.

Channel Divinity: As the 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 crashing wave to wash out over your target and each creature you choose that is within a 15-foot cone of your target. All creatures in the area, including the target of your attack, must make a Strength saving throw. On a failure, a creature takes 1d8 + your Wisdom modifier bludgeoning or cold damage (your choice). Creatures that are size Large or smaller are also pushed up to 10 feet away from you in a straight line and knocked prone.

As the Rains

Beginning at 6th level, when you spend Hit Dice at the end of a short rest, you recover maximum hit points from each Hit Die you spend. Allies you can see and hear within 100 feet who are also ending a short rest recover maximum hit points from the first Hit Die they spend.

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 or cold damage (your choice) to the target. When you reach 14th level, the extra damage increases to 2d8.
Divine Strike delivers its damage to additional targets when used in conjunction with Channel Divinity: As the Waves.

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.


Let us know what you think! Join the Discord or get in the comments to give us your thoughts on this water domain. Also check out the paladin Oath of Lifewater, another aspect of Vasi‘s power in Aventyr!

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