Base Class: Cleric
The sea is vast and no one deity can truly rule over it, but many stake their claim in its waters. A cleric of the Deep Sea has pledged themselves to the ever changing nature of the water, of the power to destroy and the power to bring life. Clerics of the sea find themselves fluid and capable of doing what needs to be done to accomplish the goals of their gods. The sea is not inherently evil, it is a pathway, a means to a end. Deities of the Deep Sea may include Poseidon, Umberlee, or Deep Sashelas, to name a few.
Ride the River
At 1st Level, you have learned to flow with the river so naturally you can bestow this blessing upon your allies. When you restore hit points to a creature, including yourself, you can grant them extra movespeed equal to 5xWIS modifier, until the end of their next turn. You can do this Twice per Long Rest, this number increases to 4 when you reach 9th level in this class.
Channel Divinity: Healing Water
Starting at 2nd level, you can use your Channel Divinity to summon a healing Water Sprite.
As an action, you can present your holy symbol and summon a Water Sprite to a space within 60 ft that you can see that has a 10 ft radius of healing water aura surrounding it, when a creature enters the radius of the Water Sprite, you can have it heal them for 1d4 + WIS modifier. This lasts for a minute.
Push of the Tide
The ebb and flow of the tide is no stranger to you. Starting at 2nd Level as a Reaction when a creature you can see is hit by an attack, you can summon the waters of your faith to push them back. This creature must make a Strength Saving Throw against your Spell Save DC, on a failure they are pushed back 10 ft, this does not negate the damage.
Pull of the Tide
Starting at 6th level, when a creature you can see is hit by an attack, you can summon the waters of your faith to rescue the creature. This does not negate the damage, but lowers it by 1d6 + WIS Modifier. The target is then pulled to a space within 5 ft of you and healed for 1d4 + WIS modifier. As you increase in level, so does the power of this ability, the damage negation die increases to 1d8 at 9th level, and 2d8 at 14th level.
Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Avatar of the Sea
At 17th level, you have become fully in tune with your deity and the waters they watch over. As an action on your turn, you may take the form of an Avatar of the Sea for one minute and gain the following benefits:
- Your size becomes Large if it is not already.
- You exude an aura with a radius of 10 ft that takes the form of a constant whirlpool swirling around your legs, any creature that starts their turn in this area must make a Strength Saving throw against your Spell DC or take 1d10 bludgeoning damage and be knocked prone.
- You have advantage on concentration checks.
- You may use an action to release the magical energy sustaining your form in a powerful act of healing towards a single target for half their maximum HP, or heal up to Six creatures you can see for a quarter of their maximum hit points individually. When you do this your avatar form is sacrificed as if it ended early.
Previous Versions
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10/14/2020 2:23:42 PM
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16
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1
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TEST 2
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Coming Soon
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