Clerics who take the Water domain favor water over the other four elements and believe in the importance of intuition, emotions, and personal relationships. Water clerics are deeply empathetic and very concerned about the mental wellbeing of the people in their communities, and they often work as counsellors, healers, and guards. Their focus on personal and spiritual connections also makes Water clerics excellent diviners, and they often rely on visions from their gods to show them the best path forwards. Water clerics typically preach adaptability and recommend that people focus on simple, clear solutions over complicated schemes or risk-taking. The chance for a giant leap forward isn't worth the possibility of tumbling into the ravine instead.

With their commitment to people instead of achievements, Water clerics are diametrically opposed to clerics of Fire, whose drive to act, Water clerics say, can lead to reckless and dangerous behavior that gets people hurt.

This domain grants a cleric the following additions:

Domain power

Granted power: The cleric's turn undead ability functions against fire elementals.

Granted Power: Evasion: Whenever the cleric makes a successful Reflex save to take half damage from a spell or effect, he instead takes no damage.

Granted Power: Extra Skill (Sense Motive): The cleric is in tune with the feelings of the people around them.

Spells

Level Spell
1 Water Breathing
2 Grease
3 Darkness
4 Ice Storm
5 Wall of Ice
6 Cone of Cold
7 Acid Fog
8 Horrid Wilting
9 Elemental Swarm

BGTSCC Features

  • In order to use domains your deity must match.

Deities with Water Domain