## Water  Domain
The element of water was one of the four fundamental building blocks of matter and the source of all fluidity, essential for life, liable to transformations but cyclically reverting to its basic liquid nature.  Clerics of the water domain are fluid and easily adapt to new situations.


##### Water  Domain Spells
| Cleric level | Spells |
|:----:|:-------------|
| 1st  | Create or Destroy Water, Healing Elixir |
| 3rd  | Misty Step, Snilloc's Snowball Swarm |
| 5th  | Tidal Wave, Wall of Water |
| 7th  | Control Water, Watery Sphere |
| 9th  | Destructive Wave, Maelstrom |



#### Bonus Cantrip (level 1)
When you choose this domain at 1st level, you gain the Control Water cantrip if you don’t already know it.  You cast this cantrip as a cleric cantrip


#### Freezing Water Strike (level 1)
As a reaction to being attacked by a melee weapon, you can cause a stream of freezing cold water to shoot out of your holy symbol at your attacker.  The water strikes the opponent, distracting them and forcing them to make their attack at disadvantage.

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest



#### Channel Divinity: Water Adaptation  (level 2)
Starting at 2nd level you can use your channel divinity to adapt to underwater life.
	
As an action, present your holy symbol.  For the next 24 hours your body adapts to aquatic life.  You gain a swimming speed equal to your walking speed and your body develops gills, allowing you to breath under water.  

#### Channel Divinity: Flood (level 2)
Starting at 2nd level you can use your channel divinity to summon the waves.

As an action, present your holy symbol.  Water appears from underneath the ground, creating a 1 foot pool.  A 50 foot square area becomes difficult terrain, at the end of one minute, the water soaks back into the ground.



#### Dousing Shield  (level 6)
Starting at 6th level when you or a creature within 30 feet of you takes acid or fire damage, you may use your reaction to dump water over them this grants resistance to the creature against that instance of the damage.  

When you do, all creatures within 5 feet of that creature must make a dexterity saving throw against your wisdom DC. On a failed save, they are pushed back 5 feet.


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#### Divine Strike (level 8)
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 cold damage to the target. When you reach 14th level, the extra damage increases to 2d8.


#### Liquidity (level 17)
At 17th level, your devotion to your deity grants you the ability to turn yourself into a liquid form as a bonus action.  While you are in this liquid form, you can fit through spaces as small as 1 inch without squeezing and enter into a hostile creatures space and stop there.  

While in this form, you are immune poison and gain resistance to acid and fire damage. Additionally, you are immune to the grappled and restrained condition.  However, if you take cold damage, your speed is reduced by 10 until the end of your next turn.