Divine Domain: Water

Updated: July 24, 2018

Created by: The Amethyst Dragon (reddit: u/TheAmethystDragon)





Content by The Amethyst Dragon

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Water Domain

From nourishing rains to deadly floods, from the smallest of puddles to the largest of oceans, from lush rainforests to harsh deserts, water influences almost everything in the world. Prayers go to gods of water when water is needed and when there is too much.

In Aenea, this domain is available to clerics of Aquar (Waterlord), Elemental God of Water.

Water Domain Spells
Cleric Level Spells
1st create or destroy water, ice knife (EE 19)
3rd alter self, water barrage
5th crushing geyser, water walk
7th conjure minor elementals (water), control water
9th conjure elemental (water), maelstrom (EE 20)

Bonus Cantrip

At 1st level, you gain the shape water cantrip (EE pg. 21). This does not count toward your number of cantrips known.

Bonus Proficiency

Also at 1st level, you can proficiency in Strength (Athletics), and you double your proficiency bonus when making swimming checks.

Channel Divinity: Change Waters

Starting at 2nd level, you can use your Channel Divinity to alter the form of water near you. As an action, you can change any amount of water you desire that is within 30 feet of you from one form to another, picking one type of transformation when you use this ability. You can turn ice into water or harmless water vapor, water into ice or water vapor, or water vapor into water or ice.

Creatures composed of water or ice within the area (such as water elementals), instead of changing form, instead must make a Constitution saving throw. An affected creature suffers magical force damage equal to 2d10 + your cleric level, or half that with a successful saving throw, as it loses part of its mass.

Water as Air

Beginning at 6th level, you gain the ability to breathe water, you have a swim speed equal to your normal movement speed, and you do not have disadvantage when making ranged attacks while underwater.

Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Elemental Form

Starting at 17th level, you gain the ability to cast shapechange to transform into a water elemental for up to one hour. This ability does not use a spell slot, and you can use it again after you complete a long rest.


Crushing Geyser

3rd-level conjuration


  • Casting Time: 1 action
  • Range: Self (100-foot line)
  • Components: V, S, M (an arrowhead made of glass)
  • Duration: Instantaneous

You cause water to appear and jet away from your fingertips with great force, forming a line 100 feet long and 5 feet wide. Each creature in the line must make a Dexterity saving throw. A creature or object takes 8d6 bludgeoning damage on a failed save, or half as much damage on a successful one.

The water extiguishes any non-magical flames in the area of effect, and any creature that failed its saving throw is pushed 10 feet away from you.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

Water Barrage

2nd-level conjuration


  • Casting Time: 1 action
  • Range: Self (15-foot cone)
  • Components: V, S
  • Duration: Instantaneous

You cause moisture in the air to sparkle, coalesce into hundreds of spheres of water and ice, then spray away from your hands. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature or object takes 6d6 bludgeoning damage on a failed save, or half as much damage on a successful one.

The water extiguishes any non-magical flames in the area of effect.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.



Original Image Credit: Water by RosalineStock

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