TEXT:  
  Divine Domains 
  In a pantheon, every deity has influence over different 
  aspects of mortal life and civilization, called a deity’s 
  domain. All the domains over which a deity has influence 
  are called the deity’s portfolio. For example, the portfolio 
  of the Greek god Apollo includes the domains of 
  Knowledge, Life, and Light. As a cleric, you choose one 
  aspect of your deity’s portfolio to emphasize, and you are 
  granted powers related to that domain. Your choice might 
  correspond to a particular sect dedicated to your deity. 
  Apollo, for example, could be worshiped in one region as 
  Phoebus (“radiant”) Apollo, emphasizing his influence over 
  the Light domain, and in a different place as Apollo 
  Acesius (“healing”), emphasizing his association with the 
  Life domain. Alternatively, your choice of domain could 
  simply be a matter of personal preference, the aspect of the 
  deity that appeals to you most. 
       Each domain’s description gives examples of deities 
  who have influence over that domain. Gods are included 
  from the worlds of the Forgotten Realms, Greyhawk, 
  Dragonlance, and Eberron campaign settings, as well as 
  from the Celtic, Greek, Norse, and Egyptian pantheons of 
  antiquity. 
  Water Domain 
  In the heat of the endless wasteland, water is precious, and 
  access to it is key to survival. Priests only swear to the 
  Water Domain in truly hostile environments, where water 
  is scarce enough to command divine significance in the 
  minds of the people. In these places, clerics which can 
  summon elemental water are the bringers of life to utter 
  desolation, and are often the only barrier between the 
  unending heat and lethal dehydration. 
  Water Domain Spells 
  Cleric Level 
  Spells 
  1st 
  absorb elements, ice knife 
  3rd 
  darkness, snowball swarm 
  5th 
  tidal wave, wall of water 
  7th 
  ice storm, watery sphere 
  9th 
  cone of cold, maelstrom 
  Spring of Life 
  Your holy symbol is little more than a flask from which 
  pure water flows. At 1st level, you can cast the spell create 
  or destroy water once without expending a spell slot. After 
  using this ability, you must complete a short or long rest 
  before using it again. 
       At 8th level, you can cast this spell at will. 
  Channel Divinity: Refresh 
  By 2nd level, you can expend your Channel Divinity when 
  you take a short rest to summon forth perfect elemental 
  water from your flask. Each creature that drinks from this 
  water while taking this short rest immediately regains one 
  expended hit die. 
  Channel Divinity: Moisture Shield 
  At 6th level, you can use your Channel Divinity as an 
  action to form a 5-foot-radius sphere of churning water 
  around you, while you concentrate on this effect for up to 1 
  minute. Ranged weapon attacks targeting you or any other 
  creature within the sphere have disadvantage. 
       Additionally, as a bonus action while the sphere is 
  formed, you can lash out with a tendril of water from the 
  sphere. This acts as a whip that uses your spell attack bonus 
  for attack rolls, adds your Wisdom modifier to damage 
  instead of Dexterity, and can originate from any point on 
  the surface of the sphere. 
  Divine Strike 
  By 8th level, you gain the ability to infuse your 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 additional 1d8 cold damage. At 14th level this 
  increases to 2d8. 
  Water Shape 
  At 17th level, you have been blessed by elemental water, 
  and as a bonus action can assume a form composed of 
  water. For 1 minute, you have resistance to bludgeoning, 
  piercing, and slashing damage from nonmagical weapons, 
  and you can't be grappled, paralyzed, poisoned, restrained, 
  or prone. After using this ability, you must complete a long 
  rest before doing so again. 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Mage Hand Press/Water Domain.pdf