“Still waters do not sleep. They remember.”
— Thaelene of the Deepmirror, Voice of the Tide
Clerics of the Water Domain serve gods of rivers, seas, rain, purification, and memory—divine forces that shape and sustain life, but can drown the unworthy without warning. These clerics are keepers of the deep, guardians of sacred springs, stormcallers, and floodwalkers. Water cleanses, remembers, heals—and consumes. Through devotion, these clerics master its ever-shifting will.
Domain Spells
You gain domain spells at the cleric levels listed in the Water Domain Spells table. These spells are always prepared and don’t count against the number of spells you can prepare.
Cleric Level | Spells |
3rd | Create or Destroy Water, Ice Knife, Fog Cloud, Healing Word |
5th | Misty Step, Lesser Restoration |
7th | Tidal Wave, Water Breathing |
9th | Control Water, Greater Restoration |
Flow-Touched
3rd-Level Water Domain Feature
Your body and spirit are marked by the sacred tide.
- Proficiencies. You gain proficiency in Athletics and Constitution saving throws.
- Fluid Footing. You can move across water and other liquids as if it were solid ground, for a number of rounds per long rest equal to your Wisdom modifier (minimum 1). These rounds do not need to be consecutive.
- Tidecall. When you cast a healing spell, you can choose one creature within 10 feet of the target to regain hit points equal to your Wisdom modifier.
Channel Divinity: Deluge of the Deep
3rd-Level Water Domain Feature
You call upon your deity to unleash a tide of divine force.
As an action, you conjure a wave that surges out from you in a 20-foot radius. Choose one of the following effects:
- Crashing Wave. Each creature of your choice in range must succeed on a Strength saving throw or take 2d10 bludgeoning damage and be knocked prone. On a success, they take half damage and aren’t knocked prone.
- Soothing Waters. Allies in the area regain hit points equal to 2d8 + your Wisdom modifier, and are cured of one condition: blinded, deafened, paralyzed, or poisoned.
You choose which version to invoke each time you use this feature.
Embrace of the Current
6th-Level Water Domain Feature
You are protected and propelled by the divine sea.
- You gain resistance to cold damage and ignore the effects of extreme cold.
- You can breathe underwater and gain a swimming speed equal to your walking speed.
- When you are hit by a melee attack, you can use your reaction to reduce the damage by your Wisdom modifier and slide up to 10 feet in any direction without provoking opportunity attacks.
Avatar of the Flood
17th-Level Water Domain Feature
You become a living tide—graceful, vast, and unstoppable.
As an action, you invoke your god’s essence and become the flood incarnate for 1 minute:
- You gain a swimming and flying speed of 60 feet (hover), and you are surrounded by swirling water that counts as difficult terrain for enemies.
- Once per turn, when you deal cold or bludgeoning damage, you can force the target to make a Strength saving throw or be pushed 10 feet and knocked prone.
- You can use your bonus action to cast shape water or misty step without expending a spell slot.
- Allies who start their turn within 30 feet of you regain hit points equal to your Wisdom modifier if they are below half their maximum hit points.
You can’t use this feature again until you finish a long rest.