Base Class: Cleric
Clerics of the Sea Domain are reverent of all water and ocean life. The G-ds of this domain include G-d's who make the sea their domain, a characteristic example is Poseidon. The clerics of the Sea Domain are taught to value nature and all life in the sea, but are also shrouded in the darkness of the deep unknown, often prone to secret keeping and seclusion rather than direct intervention. There are relatively few land dwelling creatures that ascribe to these domain's deities, with the majority of them living on the coasts and islands. The deities of the sea domain tend to be relatively non-invasive in the decision making of their clerics and allow them to live their lives as the sea flows and give them the powers of water and the deep dark depths.
Sea Domain Spells
Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Sea Domain Spells table, you thereafter always have the listed spells prepared.
The Tides Ebb and Flow
The ebb and flow of the tides rests within your magic. When you cast a healing spell on an ally, you can move them up to 10 feet towards you, and when you deal damage using a spell, you can push an enemy 10 feet away from you.
Beloved by the Ocean
At 3rd level you move through the ocean as if it were your natural domain. You gain a swim speed equal to double your walking speed. You also gain proficiency with Nets, Spears, Javelins, and Tridents.
Channel Divinity: Water's Rush
Starting at 3rd level, you can use your Channel Divinity to heal allies and harm enemies
As an action, you present your holy symbol and invoke the name of your deity. Target one ally that you can see within 90 feet of you. Holy water pours from the sky in a deluge and heals the ally for 1d4 for each cleric level. Any hostile creature within 5 feet of the target must make a dexterity saving throw against your spell DC or take the same amount of damage that is healed. Damage is halved on a successful save.
Channel Divinity: Blessing of the Depths
Starting at 6th level, you can invoke your deity's powers using your holy symbol to imbue yourself or an ally with the blessing of the depths. Until your next long rest, this creature gains resistance to cold damage, and their weapon attacks deal an extra 1d6 cold damage. The number of people you can bless using this channel divinity increases to 2 at level 12 and 3 at level 15
Master of the Seas
At 17th level, you are one with the sea and it is one with you. Its powers flow through your veins. All damage you deal can be transmuted into cold damage, and if you do, you can roll your damage dice twice and take the higher of the two rolls.
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Posted Dec 31, 2025The Sea Domain Spells table is missing.