Cleric
Base Class: Cleric

The seas contain great mystery, and great power. The gods of this domain are calm and serene until provoked, and their wrath is irresistible to many. Sea Clerics are one with the waves, using their majesty and might as an extension of their own bodies.

Level 3: Expansive Waters

Whenever you cast a spell of 7th level or lower with a spell slot that lets you target an area of water or that lets you create water, you can increase the size of the targeted area or amount of water created by up to twice its normal value. For example, if you cast Create or Destroy Water, you can create or destroy up to 20 gallons of water instead of 10.

Level 3: 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.

Sea Domain Spells
CLERIC LEVEL PREPARED SPELLS
3 Create or Destroy Water, Fog Cloud, Misty Step, Ice Knife, Ray of Frost, Shape Water
5 Tidal Wave, Wall of Water, Water Breathing
7 Control Water, Watery Sphere
9 Cone of Cold, Maelstrom

Level 3: Waters of Life

As a Magic action, you can spend a use of your Channel Divinity to douse the area within 30 feet of yourself with water; this creates a layer of water on the ground 1 inch deep. This water can come as a surge from your feet or as rain from the sky. All fires in the area, even magical ones, are extinguished, and then you choose a number of creatures in the same area (this can include yourself) equal to your Proficiency Bonus. The chosen creatures regain Hit Points equal to 2d10 plus your Cleric level.

Level 6: Gifts of the Sea God

You gain the following benefits:

Healing Waters. Creatures that are within a body of water when you use Waters of Life are healed the most Hit Points possible without needing to roll. They also have the following conditions removed: Blinded, Charmed, Exhaustion, Frightened, Poisoned.

Seastride. You have a Swim speed equal to your Speed and you can breathe underwater.

Level 17: Sea God’s Wrath

 The power of the ocean resides in your soul. You gain the following benefits:

Divine Hydromancy. You always have the spells Control Weather and Tsunami prepared.

Strong Currents. Whenever you cast Tsunami or any spell affected by your Expansive Waters feature, any saving throws they impose are made with Disadvantage and they always deal the most damage possible, if any.

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