Cleric
Base Class: Cleric

Revering gods of nature- specifically, gods of the seas and oceans- a Tide Caller is one who tends to the flow and health of the waters of the world. They often work in the deeps turning back aggressive invasions, spurring their allies into position and managing the ebb and flow of battle.

In life, Tide Callers tend to go with the flow, rolling with the tides of fortune. They often have a knack for reading the room, which helps them to avoid navigating into turbulent situation. However, they are far from passive, and stay engaged with their allies, bringing them up with them- as they say, a rising tide lifts all ships.

Sea Legs

When you choose this domain at 1st level, divine graces enable you to be more comfortable moving about on and in the water. You gain proficiency with water vehicles, a swim speed of your speed, and can breathe underwater.

Surging Tides

Also starting at 1st level, your prayers are lent the tidal force of the oceans, allowing you to spur your allies on rejuvenating currents. Whenever you use a Tide Caller feature or spell of 1st level or higher to restore HP or affect your allies or yourself, the creature gains bonus movement speed equal to your spell save DC+1d4 for one round. You also gain the Shape Water cantrip.

Channel Divinity: Ebb and Flow

Starting at 2nd level, you can use your Channel Divinity to soothe allies and soak enemies.

As an action, you present your holy symbol and evoke tidal energy that can wash away or restore a number of hit points equal to five times your cleric level. Choose up to three creatures within 30 feet of you, and divide those hit points among them; the energy can flow from an ally to an enemy or from an enemy to an ally, bouncing up to two times. This feature deals Cold damage to enemies, and restores hit points to you and your allies. This feature can restore a creature to no more than half of its hit point maximum. You can’t use this feature on an undead or a construct.

Oceanborn

Beginning at 6th level, your marine nature is strengthened, allowing you to withstand chilly waters and extend those graces to your allies briefly. You gain resistance to Cold damage. Allies affected by Surging Tides gain your innate swim speed and ability to breathe underwater for the duration.

Tide Caller's Blessing

At 8th level, you gain the ability to infuse your ally's weapon strikes with divine energy, the force of the blows leaving the target soaked and off balance. Once on each of your turns, when you or an ally is affected by your Surging Tides feature, their next weapon attack deals an extra 1d6 Cold damage to the target and slows its movement speed by your spell save DC. When you reach 14th level, the extra damage increases to 2d6.

Abyss Walker

Starting at 17th level, the divine power invested in you has made you fully adapted to underwater life. You gain immunity to Cold damage, Darkvision to 60 feet, and ignore the effects of natural difficult terrain resulting from water currents.

Comments

Posts Quoted:
Reply
Clear All Quotes