Cleric
Base Class: Cleric

There are numerous gods, each who look down upon a different domain upon the material plane. Those who are devout to the gods who look upon the Ocean are blessed with it's magic.

Ocean Domain clerics are gifted in magic involving water, with some using waves to buffet their foes around, some who take advantage of the healing properties of blessed water, and others yet who can even breathe underwater.

As the Ocean is a pretty significant part of the world, clerics of the Ocean Domain often defer to the natural order of things, and will champion causes to defend the status quo against events which could be detrimental to the environment.

Buffeting Wave

At level 1, you can use the divine water gifted to you by the gods to bludgeon enemies who dare to draw close to you.

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 1d8 bludgeoning damage on a failed saving throw and is pushed back 10ft, and half as much damage 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.

Domain Spells

Each domain has a list of spells — its domain spells — that you gain at the cleric levels noted below. Once you gain a domain spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day.

If you have a domain spell that doesn’t appear on the cleric spell list, the spell is nonetheless a cleric spell for you.

1st level: Create Or Destroy Water, Thunderwave

3rd level: Gust Of Wind, Hold Person

5th level: Water Breathing, Water Walk

7th level: Black Tentacles, Control Water

9th level: Creation, Greater Restoration

Channel Divinity: Maelstrom

Starting at 2nd level, you can keep your enemies in check with the cruel unforgivingness of the sea.

As an action, you create a magical whirlpool 20ft wide that counts as difficult terrain for creatures inside it. Any creatures inside take 1d8 bludgeoning damage if they start their turn there. Your whirlpool can be placed up to 100ft from your position. The whirlpool lasts for turns equal to your charisma modifier.

At level 10, the radius of this whirlpool increases to 40ft, and the damage becomes 3d8 bludgeoning damage.

Healing Waters

At 6th level, the deity you worship grants you the life giving power that water supplies to mortals.

As an action, you can bless up to 1 litre of water, which can then be drunk later, healing 1d8 plus your wisdom modifier in hit points. These can be imbibed as an action, and the magic lasts until the following dawn. At level 13, the healing increases to 2d8.

This can be done once plus your wisdom modifier per long rest.

Bonus Proficiencies

You are proficient in the use of heavy armour and martial weapons.

Forceful Blows

At 8th level, you gain the ability to infuse your weapon strikes with the power of the ocean. 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 force damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Rage Of The Sea

As a cleric of the Ocean gods, you are the emissary that grants their blessings...and roles out their punishment.

As an action, you conjure up a wave of water that crashes down on an area within range. The area can be up to 30 feet long, up to 10 feet wide, and up to 10 feet tall. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 6d8 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone. The water then spreads out across the ground in all directions, extinguishing unprotected flames in its area and within 30 feet of it, and then it vanishes.

This can be used twice per long rest.

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