Cleric
Base Class: Cleric

For worshippers of gods of the wind and tide.

Seafoam Sacrament

At 1st level, you gain a swimming speed equal to your walking speed, as long as you are not wearing heavy armor, wielding a shield, or wielding a weapon with the Heavy property. If you already possess an innate swimming speed, it increases by 10 ft.

You can hold your breath for up to 1 hour longer than a creature of your species, and while completely submerged underwater you have Darkvision with a radius of 120 ft.

Bonus Proficiency

Also at 1st level, you gain proficiency in nets, tridents, Water Vehicles, and Navigator’s Tools. The following cantrips are added to the list of Cleric spells that you may learn: Acid Splash, Druidcraft, Shape Water.

You can read, write, and speak Aquan if you do not speak it already.

Channel Divinity: Prayer of the Sailor

Starting at 2nd level, you can use your Channel Divinity to navigate at sea, in any condition.

For the next 24 hours, you may add your Wisdom modifier to any Intelligence (Nature) check or Wisdom (Survival) check related to the hazards and conditions of the sea and its creatures, as well as any checks you make with Water Vehicles and Navigator’s Tools. You instantly know the distance and direction to the closest shoreline, whether you are at sea or on land.

Channel Divinity: Change in the Wind

Starting at 6th level, you can use your Channel Divinity to provide good luck to your party.

For the next ten minutes, up to five willing creatures that you can see gain the benefit of the spell Bless. If any of these creatures are suffering from Exhaustion, the penalties of this condition are temporarily suppressed. In addition, they gain temporary hit points equal to 1d8 + your Wisdom modifier.

Wave Strider

At 6th level, you may cast either Water Walk or Water Breathing without expending a spell slot once per short rest. If you cast Water Walk on dry land while targeting only yourself, you gain an additional 15 ft. to your walking speed and are not impeded by difficult terrain.

Potent Spellcasting

At 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip

The Tide Embodied

Starting at 17th level, you can use your action to enshroud yourself in a protective cloak of water that lasts for 1 minute or until you dismiss it using another action. This whirling sphere of water grants you immunity to fire damage and acid damage. Any open nonmagical flames within a 20 ft. radius of you are immediately extinguished. At the start of each of your turns, you and allies within 10 ft of you regain hit points equal to 1d6 + your Wisdom modifier. You may use this ability once per long rest.

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