Base Class: Cleric
As a cleric of the Oceanic Domain you thrive in the sea, your control over beasts that swim and the tides themselves is proof of your power and devotion to Poseidon, or perhaps to Sekolah, god of the deep, either way you are an unmistakable force and voice of the sea. able to conjure the ebb and flow of the seas themselves as your weapon and as your shield. The divine power held by the seas is not to be trifled with. Channel the forces of the deep to get any foe to concede to your faith and strength.
Bonus Proficiency
When you choose this domain at 1st level, you gain proficiency with heavy armor tridents and nets.
Disciple of the Ocean
At 1st level, you gain a swimming speed equal to your base walking speed. You can also breathe underwater - the influence of the sea on you makes it your home in more ways than one, and you are able to breathe sea water* in as regular air.
*fresh water, pool water, etc' do not count. must be sea\ocean water.
Channel Divinity: Torrential Wrath
Starting at 2nd level, you can use your Channel Divinity to wield the power of the waves with unchecked ferocity.
As an action, you present your holy symbol and invoke the name of your deity. A forceful 10-foot-high wave of cold water erupts out of the ground in a 30ft-radius circle around you.
All creatures within the circle must succeed on a Strength saving throw or take xd6 cold and xd6 bludgeoning damage and be pushed back 10 feet and knocked prone. Creatures take half as much damage and are not pushed and knocked down on a successful saving throw. Creatures of the Huge size and larger are not pushed back or knocked prone. You must not be on land or in water to use this feature.
Ebb and Flow
Beginning at 6th level you can use your reaction to either increase healing effects or boost damage of allied spells. the target must be a willing spellcaster. it is only applicable to magical healing. potions and medicine do not count for this.
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 Healing
Starting at 17th level, when you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12.