Cleric
Base Class: Cleric

The Sjor domain focuses on the vast waters and seas surrounding Svilland. It holds the power of Aegir, through water creatures and the might of its seas. Aegir grants this domain to his followers, so that they carry the will of the sea with them. They can smite those who act pompously against the truth of Aegir; which states that everything came from the water, and that water can destroy just as it created, held back only by Aegir's mercy.

Bonus Proficiency

Why you choose the Sjor domain at 1st level, you gain proficiency in the Athletics skill.

Essence of Water

Also starting at 1st level, you become able to navigate in water with ease, no matter how much armor you wear. Your swim speed increases by 10 feet. You also do not get any penalty from the armor you wear to your strength (Athletics) checks in order to swim. You also have advantage on your Strength (Athletics) checks why trying to reach the surface.

Channel Divinity: Engulf

Starting at 2nd level, you can use your Channel Divinity to invoke the wrath of your god and his seas. As an action, you magically call the wrecking waves from the sea. They emerge from your location, move out in a radius of 60 feet and strike the creatures you choose. Targets must make a Strength saving throw. On a failed save, they get washed away, out of the 60 feet radius and are knocked prone.

Additionally, creatures that get carried away take 2d10 plus your wisdom modifier force damage, and half as much on a successful save.

If the target that gets carried away falls into a body of water that is deeper than its length, it must succeed on a Constitution save, On a failure, it takes 1d6 bludgeoning damage due to suffocation, if it does not posses a feature that lets it breathe underwater, or makes breathing unnecessary.

Warrior of The Seas

Starting at 6th level, you become a warrior of the seas blessed by Aegir. Your fighting represents the will of the seas, and you gain the following benefits:

  • You gain resistance to fire damage.
  • You gain scent(120 feet in normal sea current, 300 feet in incoming sea current) while underwater.

Might of The Seas

Starting at 8th level, you gain the ability to infuse your spells with the might of the seas. For any 1st level or higher spell that deals cold damage, or that is listed in your domain spells, you roll for damage with an additional die. If you are within 300 feet of the sea, a river, or a lake, you roll for damage with two additional dice instead.

Channel Divinity: Wrath of The Seas

Starting at 17th level, whenever you are casting a spell that deals cold damage, or that is listed under your domain spells, you can use your bonus action to apply disadvantage on saving throws to a number of creatures equal to your Wisdom modifier.

Sjor Domain Image

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