Cleric
Base Class: Cleric

Clerics of The Oarsman take the Tide Domain gaining a supernatural sense of the power of tides and the sea.

Bonus Proficiency

At 1st level, you gain proficiency with nets and tridents, and the Survival skill.

Net Mastery

Also starting at 1st level, The distance you can throw a net increases to 30/90 feet. In addition, the DC required to escape from a net you throw is increased by your Wisdom modifier (a minimum bonus of +1).

Channel Divinity: Tidal Rush

Starting at 2nd level, you can use your Channel Divinity to summon a spectral tide, drenching your foes before sending them splashing. As an action, you present your holy symbol and radiant water pours from it. Each hostile creature within 30 feet of you must make a Strength saving throw. Each creature takes bludgeoning damage equal to 2d8 + your cleric level and is moved 10 ft. in the direction of your choice on a failed saving throw, or half as much with no forced movement on a successful one. Any creature not in contact with the ground is not affected.

Riptide Strike

At 6th level, when a Large or smaller creature fails its saving throw against your Tidal Rush ability, you can use your bonus action to further roil that opponent. The creature is pushed back an additional 10 feet from you and falls prone.

Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Pull of Tides

Starting at 17th level, all your attacks are bolstered by the push and pull of supernatural tides. Any time you deal damage to a foe with a weapon or spell attack, you can force it to make a Strength saving throw. On a failure you can choose to either move the creature 5 ft. in a chosen direction, or knock it prone.

Previous Versions

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9/19/2021 4:23:05 AM
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