Base Class: Cleric
The sea is an unforgivable beast that no one can tame, some sailors turn to beings of ancient and primordial power to grant them powers, some use it for safe passage, some use it for control of the seas.
Unique Spell list for the Nautical Domain cleric, These spells are innately known and are always readied, they do not count towards your total spells that can be readied daily.
- 1st - Distort Value , Fog Cloud
- 3rd - Misty Step , Suggestion
- 5th - Water Breathing , Water Walk
- 7th - Control Water , Summon Elemental
- 9th - Maelstrom , Cone of Cold
Briny Step
Starting at 1st level, you gain the ability to move through water effortlessly as if you were born from the sea. You gain a swimming speed equal to your walking speed and you can breathe underwater. If you already have a swimming speed it is increased by a further 10ft.
- You also learn the Shape Water cantrip if you don't already know it.
You also gain bonus proficiencies.
- You gain proficiency with heavy armor and martial weapons.
- You gain proficiency with sea vehicles.
- You gain proficiency with a musical instrument of your choosing.
- You also gain proficiency with Navigator's Tools. This set of instruments is used for navigation at sea. Proficiency with navigator's tools lets you chart a ship's course and follow navigation charts. In addition, these tools allow you to add your proficiency bonus to any ability check you make to avoid getting lost at sea.
Channel Divinity: Umberlee's Guidance
Starting at 2nd level, You can use your channel divinity to gain aid from any forms of sea life to aid with directions or battle, You are able to understand the creatures that come to your aid. The section below happens when you are on any large body of water.
- Companions that are within 30ft of you gain the ability to either Water Walk for 24 hours or Breath underwater for 24 hours when your Channel Divinity has been used, and you grant temporary hit points equal to 1d10 plus your cleric level to your companions.
- DMs may create their own table and get their players to roll a D20 to establish what comes to their aid.
- Most underwater creatures view the group that have been blessed as allies and will try to aid, but some creatures such as Sharks, Undead will still see them as prey.
Channel Divinity: Valkur's Vengeance
Starting at 2nd level, this section happens if you are on land, you reach into the depths of your mind and channel the anger of the seas. You use your Channel Divinity to gain the following benefits.
- Advantage on saving throws and ability checks
- When you make a melee or ranged spell attack against a creature they take 1d8 + your cleric level as lightning or thunder damage, as you present your holy symbol and invoke your deities name, a cone of energy surges forth and blasts all hostiles within 20ft of you, they must make a strength saving throw against your spell save DC or become Prone.
- Beginning at 6th level you can choose 1 creature to give advantage on saving throws too if you wish, and It lasts for 1 hour.
- Also at 6th level you can grant your companions up to 6 people a swim speed that is the same as their walking speed.
Baptized by Brine
Starting at 6th level, You gain the ability to communicate in a limited manner with beasts of any underwater biome within 120ft of you.
- You gain resistance to cold and poison damage.
- You can unleash the frigid cold of the sea floor to rebuke attackers. When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw. The creature takes 2d8 Cold damage on a failed saving throw, and half as much damage on a successful one. 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.
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When you deal cold damage to a creature that is 2 sizes larger or smaller than you, 10ft around them the ground is turned into difficult terrain.
- Healing spells you cast on others heal you as well. When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 5 + the spell’s level, As you cast healing spells briny water seems to wash around your target and they gain resistance to cold damage until a long or short rest has been taken.
Divine Strike
At 8th level, Drawing power from the deepest parts of the sea, coating their weapon with corals and barnacles, the cleric gains the ability to infuse his or her weapon strikes with cold energy. Once on each of the cleric’s turns when he or she hits a creature with a weapon attack, the cleric can cause the attack to deal an extra 1d8 cold damage to the target. When the cleric reaches 14th level, the extra damage increases to 2d8.
Dead Men Tell No Tales
At 17th level, Your command over the seas is near absolute, only gods, higher beings, and the elementals can claim to be stronger.
- You gain immunity to cold and poison damage.
- You always know the direction you're travelling in whilst on the high seas.
- Your swimming speed is tripled.
- You give off an aura 60ft around yourself any ally within range have their swimming speed doubled and can breath underwater so long as they are within range of you.
- You gain access to the Tsunami which is always readied and does not count towards your spell list.
- Enemies struck by your spells that do cold damage take an additional roll of the damage dice and must make a Strength saving throw against your spell save DC or be considered Restrained.
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