Base Class: Cleric
Clerics devoted to ocean deities are often favorites in coastal settlements, ministering to sailors, fishers and land lubbers alike. Oceanic clerics commune with maritime life, navigate sailors through tricky shallows, calm storms and rescue the drowned.
This Domain uses the Elemental Evil source for some spells (marked with an asterisk).
|
Cleric Level |
Spells |
|
1st |
fog cloud, thunderwave |
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3rd |
magic circle, misty step |
|
5th |
tidal wave*, water breathing |
|
7th |
control water, watery sphere* |
|
9th |
maelstrom*, control winds* |
Changelog:
Version 1.1 fixes a DnDBeyond coding issue with the Nature/Athletics proficiency choice at level 1 and adds an avatar (credit to jjpeabody at deviantArt for the background art).
Version 1.2 fixes an error causing shape water to show up twice on character sheets.
Version 1.2.1 fixes some style errors caused by the last update.
Version 1.3 clarifies the function of the Control the Storm feature.
Version 1.4 changes the following Domain Spells: speak with animals is replaced by thunderwave, and find the path (not castable until 11th level anyway) is replaced by magic circle. Gust is added to the bonus cantrips. Wrath of the Waves is changed from 2d6 to 1d4 and now scales with levels, as during playtesting it was fairly overpowered at low levels. Marine Empathy is changed to Safe Harbor.
Version 1.4.1 re-adds the avatar as I am a derp.
Bonus Cantrips
You know the cantrips shape water* and gust* if you do not already know them.
Wrath of the Waves
Also at 1st level, you can torrentuously 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 1d4 cold damage on a failed saving throw and is pushed back 10 feet, and half as much damage (and is not pushed) 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.
Bonus Proficiencies
Also starting at 1st level, you gain proficiency with tridents and nets. You gain proficiency in either Athletics or Nature. You know how to maneuver waterborne vessels.
Athletics Proficiency
You gain proficiency in Athletics.
Nature Proficiency
You gain proficiency in Nature.
Safe Harbor
At 6th level, as an action you may invoke the marine spirits to establish a Safe Harbor. The area can be as small as a 30-foot sphere, centered on you, or as large as a 90-foot sphere, centered on you. Buildings and other structures are excluded from the affected area. If you cast this spell in the same area every day for a year, the spell lasts until dispelled. Performing this ritual takes 10 minutes.
When you perform this ritual, you can specify creatures as friends who are immune to the effects. You can also specify a password that, when spoken aloud, makes the speaker immune to these effects.
The entire warded area radiates magic. A dispel magic cast on the area, if successful, removes only one of the following effects, not the entire area. That ritual's performer chooses which effect to end. Only when all its effects are gone is this ritual dispelled.
Solid Fog. You can fill any number of 5-foot squares on the ground with thick fog, making them heavily obscured. The fog reaches 10 feet high. In addition, every foot of movement through the fog costs 2 extra feet. To a creature immune to this effect, the fog obscures nothing and looks like soft mist, with motes of green light floating in the air.
Grasping Undergrowth. You can fill any number of 5-foot squares on the ground that aren’t filled with fog with grasping grasses, as if they were affected by an entangle spell. To a creature immune to this effect, the grasses feel soft and reshape themselves to serve as temporary seats or beds.
Harbor Guardians. You can attempt to charm up to four creatures up to size Large in the area; these creatures must make a Wisdom saving throw or be charmed until the area is dispelled. If any creature not immune to the effects of the area enters the warded area, the harbor guardians fight until they have driven off or slain the intruders. The harbor guardians also obey your spoken commands (no action required by you) that you issue while in the area. If you don’t give them commands and no intruders are present, the harbor guardians do nothing. The harbor guardians can’t leave the warded area. When the spell ends, the magic charming them disappears, and the creatures return to their normal disposition.
Additional Spell Effect. You can place your choice of one of the following magical effects within the warded area:
- A constant gust of wind in two locations of your choice
- A shallow pool of water which functions as a prepared hold person in two locations of your choice
- Wind wall in two locations of your choice
To a creature immune to this effect, the winds are a salty, gentle breeze, and enchanted pool(s) are harmless.
Channel Divinity: Control the Storm
Starting at 2nd level, channel your deity to control storm-related weather within 50 feet of you. You must be outdoors to cast this spell. Moving to a place where you don't have a clear path to the sky ends the spell early.
When you cast the spell, you change the current weather Conditions, which are determined by the DM based on the climate and season. You can change precipitation and wind, but cannot intentionally change the temperature. It takes 1d4 x 10 minutes for the new Conditions to take Effect. Once they do so, you can change the Conditions again. When the spell ends, the weather gradually returns to normal.
Until 5th level, you can only quell, not call, storms. Every other level, the range of this ability doubles. When you change the weather Conditions, find a current condition on the following tables and change its stage by one, up or down (depending on your level).
Precipitation:
Stage 1 - Clear
Stage 2 - Light clouds
Stage 3 - Overcast or ground fog
Stage 4 - Rain, hail or snow
Stage 5 - Torrential rain or driving hail
Wind:
Stage 1 - Calm
Stage 2 - Moderate wind
Stage 3 - Strong wind
Stage 4 - Gale
Stage 5 - Storm
Like A Fish
At 1st level, you gain a swimming speed equal to half your base walking speed while wearing light or medium armor. At 5th level, your swim speed matches your walk speed.
Divine Strike
At 8th level, you gain the ability to infuse your weapon 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 extra 1d8 cold damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Smite
At 17th level, during a storm (either naturally existing or controlled), per every third turn, a targeted creature must make a dexterity saving throw. If they fail, the target takes 8d6 lightning damage and is knocked prone. Any creature within 5 feet of the targeted creature must make a dexterity saving throw as well, or suffer 8d4 lightning damage and be knocked prone.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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6/17/2020 6:11:56 AM
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496
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20
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Coming Soon
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7/22/2020 2:42:41 AM
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512
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1
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1.1
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Coming Soon
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7/29/2020 2:29:04 AM
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513
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1
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Coming Soon
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9/23/2020 3:57:03 AM
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533
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3
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1.2.1
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Coming Soon
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11/3/2023 5:09:17 PM
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600
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18
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1.3
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Coming Soon
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11/3/2023 5:11:30 PM
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599
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1
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1.4
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Coming Soon
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