Base Class: Cleric
Ancient beings that reside in the depths of the ocean, the elemental plane of water, or even the outer planes reside in their domains quietly, reaching out unto others to make them their servants or to give them power. Some of these beings give their servants a blessing in the form of a tool, weapon, magical secret, or some other small yet powerful artifact. Others, if powerful enough, give almost divine-like power unto their disciples. As a Kraken Priest, you are one of these blessed disciples, filled with the potential and power of this being from the depths.
Kraken Touched
When you choose this domain at 1st level, you gain the ability to breath both air and water and a swim speed equal to your walking speed. You also gain sea creature enhancements, like claws, tentacles, fins, or even luminescent appendages.
Thunderous Touch
Also starting at 1st level, whenever you are in melee range with a creature, you may use your action to make a special melee magical attack on that creature.
Melee Spell Attack: +5 to hit, reach 5 ft., one creature. Hit: 1d4+1 per level thunder damage. (This increases to 1d8+2 per level at 6th level.)
Channel Divinity: Voice of the Kraken
Starting at 2nd level, you can use your Channel Divinity to use your patrons voice to instill fear into your enemies.
As an action, you present your holy symbol and become filled by the will of your patron, as a thunderous voice booms outwards audibly from within you. Choose any amount of creatures within {{classlevel*60}} ft. to succeed on a Charisma saving throw against your spell save DC +1 or be frightened of you for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Deep Sea Emissary
Beginning at 6th level, you gain the ability to speak Aquan if you cant already, as well as the ability to properly communicate fully with any creature that has a swimming speed. Additionally, you gain proficiency in Heavy armor and Martial weapons, but can only use them effectively if they're either made from bone or magical, unless you have proficiency with them through other means. If you do use heavy armor or martial weapons that're either made from bone or magical, you gain a +1 to the AC or +1 to the rolls of the weapon, additionally you may choose to deal thunder damage with your weapon instead of the normal damage it usually would do.
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. 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 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Supreme Power
Starting at 17th level, you gain great power from your patron. You gain resistance to bludgeoning, piercing, and slashing from nonmagical attacks. Additionally, you gain the ability to cast both Command and Create or Destroy Water without expending a spell slot.
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