Herald of the Seas is a divine feat that grants the adventurer immense authority over the waters of the world, forging a direct connection to the primal and ancient forces of the ocean. Taught by mighty sea deities, oracles, or ancient leviathans from the deep, this bond empowers the Herald with unique aquatic control and divine foresight. As few champions of the deep, the Herald is called upon when calamity arises beneath the waves or when the seas themselves cry for justice.
Boon of the Tides. You gain the ability to manipulate the flow of water instinctively. As a bonus action, you can control the movement of water within 90 feet of yourself. You can part, redirect, or flood areas as if using the *control water* spell, without consuming any spell slots, for up to 1 hour. Once used, this ability cannot be used again until you complete a long rest.
Lord of Maelstroms. You can channel the fury of the ocean to summon a massive whirlpool once per long rest. The whirlpool has a 60-foot radius, lasts for 10 minutes, and forces all creatures within its area to succeed on a Strength saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be pulled 30 feet closer to the center and take 3d10 bludgeoning damage. On a successful save, they take half damage and avoid being pulled.
Oceanic Blessing. As a Herald of the Seas, your body has adapted to the extreme pressures and temperatures of the deep. You gain resistance to cold damage, can breathe underwater, and suffer no penalties for operating in deep ocean environments (such as darkness or the crushing pressure below the depths). You also gain a set swim speed of 120 feet.
Anguish of the Kraken. Once per week, you may invoke the Wrath of the Kraken as an action, summoning the latent anger of the greatest sea predators. You project a visage of a terrifying kraken around yourself for 1 minute. During this time, you can make a melee spell attack with a 20-foot reach, dealing 4d12 lightning damage on a hit. Additionally, creatures within 10 feet of you that start their turn must make a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier). On a failed save, they are frightened of you for the duration and take 2d8 psychic damage from the overwhelming fear. This ability cannot be used again until you complete a full week of meditation at sea.
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