Base Class: Cleric
While clerics of the Sea Domain need not worry about what deities they follow, they are most common among followers of Thassa, Poseidon, Umberlee, and Valkur. In exchange for an unending respect and worship of the oceans, clerics of this domain are granted dominion over them. They must value the vast knowledge that the sea holds, and understand that they could never hold all of this knowledge. Impassive and slow to change are the ways of the sea.
From the wind, the waves, the tides, and the ocean's bounty of all sizes, these are the domains that these clerics hold dearest. The metaphorical aspects also range from ancient knowledge, long-term change, voyaging, introspection, and repetitive patterns. Even inside a dense landmass these changes can be seen through time as the weathering of rock and erosion of beaches. Even the most dried up canyons can almost always be attributed to what was once a raging river. These are all things that clerics of this domain understand and protect.
Bonus Proficiencies
When you choose this domain at level 1, you gain proficiency with martial weapons and water vehicles.
Mariner
You gain a swimming speed equal to your base walking speed. Additionally, wearing armor and shields that you are proficient with do not impede on your swimming abilities.
Channel Divinity: Ocean's Bounty
Starting at 6th level, you can use your channel divinity to summon creatures alongside you.
As an action, present your holy symbol to summon your choice of either a Water Weird, or a number of Hippocamps equal to your Wisdom modifier. If you choose the Water Weird, it must be in a body of water, and if that water vanishes, so too does the Water Weird. If you choose the Hippocamps, they can be summoned on land or in water.
No matter your choice, the summoned creatures are friendly to you and your allies, and act on your same initiative count, immediately after you. Alone, these creatures can only take the Dodge action and use their movement. However, you can use your bonus action to command them to perform any of their normal actions. The summoned creatures last for up to 1 hour, until they are reduced to 0 hit points, or until you use a bonus action to dismiss them.
Domain Spells
You gain domain spells at the cleric levels listed in the Sea Domain Spells table. See the Divine Domain class feature for how domain spells work.
Cleric Level Domain Spells
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1st |
[Tooltip Not Found], Fog Cloud |
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3rd |
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5th |
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7th |
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9th |
Channel Divinity: Blessing of the Charybdis
Starting at 2nd level, you can use your Channel Divinity to lock foes in place.
As an action, you present your holy symbol and invoke the name of your deity. A small cyclone of wind and water forms in a 30 foot radius sphere centered on yourself. Until your next turn, this area becomes difficult terrain. Additionally, each creature of your choice within 30 feet of you must make a Strength saving throw against your spell save DC. Affected creatures take bludgeoning damage equal to 2d10+ your cleric level on a failed saving throw, and half as much damage on a successful save. Creatures with total cover from you are not affected.
One with the Sea
Starting at 6th level, you are able to breathe underwater and gain a swim speed equal to twice your total walking speed. As an action, you can impart this gift to up to 10 willing creatures that you can see for up to 1 hour. Once you use this feature, you cannot do so again until you have finished a long rest.
Divine Strike
At 8th level, you gain the ability to infuse your weapons with the might of the world’s seas. 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.
Master of Tides
At 17th level you become an avatar of the seas. As an action you can form a number of humanoid elementals made from water, equal to your Wisdom modifier. They appear in unoccupied spaces within 60 feet of you that you can see. These creatures are considered to be elementals for the purpose of their creature type. They share your AC, hit points, ability scores, and any condition/damage immunities, vulnerabilities, or resistances. However, they are always vulnerable to cold damage. They also have copies of any equipment that you currently carry, including weapons and armor. They act on your turn in combat, immediately after you. They can take any actions you choose on their turns, at no cost to you. They last for up to 1 hour, unless you use a bonus action to dismiss them. Once you use this ability, you can not do so again until you finish a long rest.
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