Base Class: Cleric
Call on the power of the sea, summoning waves, storms, and whirlpools at your command, the sea is your ally, granting you boons of power, all the while you begin to resemble to creatures of the ocean yourself. This domain focuses on large AOE effects and powerful defensive effects, while assisting your allies with protection and power.
Bonus Proficiency
When you choose this domain at 1st level, you gain proficiency with navigation and water vehicles. You may also cast Create or Destroy Water as a 1st level spell without expending a spell slot, this spell does count against your max known spells.
Oceanic Boon
Also starting at 1st level, being near large quantities of water gives you strength in combat, gain +2 to AC, resistance to fire, poison, and acid, and swimming speed equal to your movement when within 10 ft of a large body of water, you are unimpeded by nonmagical water.
Channel Divinity: Conjure Storm
Starting at 2nd level, you can use your Channel Divinity to attempt to call a storm.
As an action, you can use your Channel Divinity to evoke the power of sea storms in a 250 ft radius, roll a d20 and add your character level to the roll to determine the severity of the storm, you are unaffected by the storms effects.
1-5: light rain or snow begins to fall from the sky in the radius.
6-10: moderate rain or heavy snow begins to fall in the radius with a slight breeze.
11-15: heavy rain or sleet begins to fall in the radius with moderate winds, causing the area to be considered difficult terrain and all perception checks based on sight, smell, or hearing are made at disadvantage.
16-20: a downpour of rain or hail begins to fall in the radius with heavy winds, the area is considered difficult terrain as well as all perception checks being made at disadvantage, whenever a flying creature attempts to move they must make a dexterity saving throw DC of the roll this spell was made from or be knocked prone and losing all movement.
21-25: a torrent of rain or hailstones begin to fall in the radius with unbearable winds, the area is considered difficult terrain and all perception checks are made at disadvantage, creatures cannot fly in this radius, at the end of a creature's turn they must make a constitution saving throw against the roll of this storm or be knocked 5 ft in a random direction and become prone.
26-30: choose either a lightning storm or a windstorm, the area is considered difficult terrain and all perception checks are made at disadvantage, creatures cannot fly in this radius, at the end of a creature's turn they must make a constitution saving throw against the roll of this storm or be knocked 5 ft in a random direction and become prone. If a lightning storm, roll a d4 at the end of your turn, on a 4 a random creature is struck by lightning dealing 15d6 lightning damage and they must make a constitution saving throw against being stunned and knocked prone. If a windstorm, choose a direction, at the end of a creature's turn they must make a constitution saving throw or be knocked prone and unable to take reactions until their next turn.
31-40: the wrath of the gods of the sea falls from the heavens bombarding all creatures you choose within radius, choose rain, hail, or lightning, the area is considered difficult terrain and all perception checks are made at disadvantage, creatures cannot fly in this radius, at the end of a creature's turn they must make a constitution saving throw against the roll of this storm or be knocked 10 ft in a random direction and become prone. If rain, you may choose a creature you can see, that creature is restrained and blinded until it is killed, you may use a bonus action to move this effect to a new creature. If hail, at the end of your turn choose as many creatures as you can see, they must make a constitution saving throw or they take 6d6 bludgeoning damage and 10d4 cold damage or half that if the target makes the save. If lightning, at the end of your turn a random creature is struck by lightning dealing 15d6 lightning damage and they must make a constitution saving throw against being stunned and knocked prone.
Elemental Form
Beginning at the 6th level, you gain the ability to draw upon the power of your deity to take on the form of a water elemental.
Upon transforming gain all physical stats and hit points of a water elemental, when falling to 0 hit points in this form you revert to your normal form and gain 1 point of exhaustion.
You may use this ability 1/2 times your wisdom modifier rounded down (minimum of 1) and may not regain expended uses until a long rest.
Soul of the Sea
Starting at the 8th level your soul has become in tune with the sea, gain the following benefits:
-Your alignment becomes any chaotic alignment.
-You are able to breathe under water and have visible gills on the sides of your neck.
-You know the day's weather patterns 2 hours before they happen.
-You know the direction of the nearest body of water.
Part the Sky
Starting at 17th level, you may start a 1 minute ritual to call upon your deity to open the heavens into the elemental plane of water, you are immune to the effects of the enormous hurricane storm that follows.
In a 5 mile radius centered on you the eye of the storm is half a mile in diameter and no rain falls in this area, rain cascades from the heavens for 1d4 hours raining approximately 13-32 in of water in that time, causing intense flooding and damage.
Wind speeds peaking 200 mph blow in a clockwise motion around the eye of the storm, any creature caught in the wind suffers 5d6 bludgeoning damage a minute and must pass a constitution saving throw DC 26 or be thrown 100 ft and knocked prone, taking 5d10 bludgeoning damage, once a creature makes its constitution saving throw it is unable to be knocked prone by the storm and takes half the wind damage each minute, structures in this storm are likely blown apart and wrecked.
This ability can be used once a week.
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