Base Class: Cleric
The ocean is a symbol as old as the earth itself. And thus means many things to the vast creatures that lay among here. From a symbol of purification to cleanse the soul. Or a herald of freedom and liberation. Or to some a symbol of the chaotic nature of life itself.
Clerics that worship those that embody the ocean are free spirits. Not bound by the conventions of life and here to spread freedom and joy to all that inhabit the great blue earth. Their temples often resembling resorts filled with Pools/Hot springs. Fresh drinks, Pearls and exotic marine life.
Expanded Spellist
At level 1. You gain a expanded. Oceanic spell list
1st- Fog Cloudl. Create or destroy water
3rd- Misty Step. Blur
5th- Tidal wave. Lightning bolt
7th- Control Water. Watery Sphere
9th- Maelstrom. Conjure elemental (Water only)
Aquatic Gift
At level 1 upon choosing this subclass. You gain proficiency with Heavy armor and Martial weapons. In addition to this you are able to breath underwater. And gain a swimming speed based on your Walking speed
Crashing Waves
Also at level 1 in this subclass. You channel the power of the waves to empower your spells. When you land a spell attack. Or a creature under the effect of a saving throw based spell that deals damage fails their save (EX: Fireball). You are able to add additional damage equal to 1+Your Wisdom modifier. In addition to this. When you use this feature you are either able to shove a target 5 feet in any direction. Or you are able to force a target to make a Strength saving throw based on your Spell save. Or else they will be knocked prone. You can do this a number of times equal to your proficiency bonus before needing a short or long rest
Channel Divinity: Tides of Turmoil
At 2nd level in this subclass. You can use your Channel divinity to call upon a violent tsunami. As a action you conjure up a violent storm centered on a area within your line of sight. You can designate a number of creatures to be unaffected by this feature. The storm covers a area of 35 feet. The area within is counted as difficult terrain. Creatures within 10 feet of the storm are counted as heavily obscured. While creatures 15 feet or further in the storm are counted as lightly obscured. When a creature starts their turn within the storm. They will be forced to make a constitution saving throw or take 2d6 lightning damage. Taking half damage on a successful save.
This feature lasts for one minute unless you are incapacitated. Drop to 0 hit points or dispel it as a free action.
Waters Of Liberation
At level 6 in this subclass. The flowing hot springs of Freedom course through you. While submerged. Any creature can understand your speech and you can understand theirs
Additionally as a Bonus Action on your turn. You are able to grant an allied creature within 30 feet the Dash Action as a Bonus Action. While this is active an ally gains an additional +5 movement speed to their dash. This buff lasts for one minute, You can do this a number of times equal to your wisdom modifier before needing a Long rest
Divine strike
At 8th level you infuse your strikes with roaring waves. Once on each of your turns when you hit a creature with a weapon attack. You can cause the attack to deal an additional 1d8 Force damage to the target. When you reach 14th level this increases to 2d8, Additionally when you land a weapon attack. You can choose to push a target back 5 feet
Head The Oceans Call
At level 17. Your devote loyalty to the ocean allows for you to head and uphold the oceans call and bring it's pure. Unyielding fury down upon your unsuspecting foes. As an action you can call upon a higher being of the watery depths (Such as a Kraken. Or Megalodon) made out of water to aid you in battle.
While your Watery spirit is out. You gain the following benefits
- As a Bonus action. You are able to teleport to un unoccupied space within 90 feet as you fade into water and reappear. You are able to take one willing ally with you.
- When a creature fails a saving throw against one of your Cleric Spells. If they fail the saving throw one of your Watery spirits will lash out against the opponent. Dealing 3d8 force damage to the target. Dealing half as much damage on a successful saving tthrow
- You gain resistance to non magical Bludgeoning. Slashing and piercing damage.
This lasts for one minute. You can use this once before needing a long rest
Call off
Head the Oceans Call is not active
Call on
Head the Oceans Call is active
Previous Versions
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Coming Soon
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