Cleric
Base Class: Cleric

The new God Oceanus promised that the seas would no longer be an evil force, but that for each and every being or item destroyed in chaos, a calm and prosperous breeze would find the people of the realm. The clerics that worship him instill the same force throughout the land. 

Balance Domain Spells

Cleric Level Spells

1st

protection from good and evilsilvery barbs

3rd

shatterwither and bloom

5th

counterspelllife transference

7th

storm spherewatery sphere

9th

destructive wavemass cure wounds

 

Bonus Proficiencies

Starting at 1st level when you choose this domain, you gain proficiency using the following weapons: Tridents, Rapiers, Shortswords, Scimitars, Pikes, and Nets

Tides of Battle

Starting at first level when you choose this domain, the ocean flows through you to the point in which it can augment your physical attacks. Once per turn when you land a melee weapon attack with a weapon you are proficient with, you may choose to add force damage equal to your Wisdom modifier to the attack. If this attack is a critical hit, you may restore hit points to one creature within 30 feet of you equal to 1d8+ your wisdom modifier. 

Channel Divinity: Oceanic Whirlpool

Starting at 2nd level, you may use your channel divinity to administer the wrath of the oceans upon your foes. 
As an action you can create a whirlpool that seems to pull saltwater out of thin air and out of the Earth itself, the whirlpool has a 10ft radius, is 10 feet tall, and lasts for a number of rounds equal to your Wisdom modifier. 
When the whirlpool is created, anyone in its area of effect must make a strength saving throw or be grappled by the whirlpool, this save may be repeated at the end of each of their turns. Anyone who attempts to move through the whirlpool is also subject to this effect. The whirlpool is also considered difficult terrain, and any ability or spell that would make you immune to difficult terrain is ineffective unless you have a swim speed. 
While grappled in this way, a creature is pulled 5ft towards the center of the whirlpool and take lightning damage equal to your Cleric level at the start of their turn. 

Cleansing waters

Starting at 6th level, your spells start to take on a soothing watery effect. Whenever you cast a spell of first level or higher that restores hit points, you may push a willing creature within 30ft of you 5ft on a small surfing wave. That creature also loses one of the following conditions: Blinded, Deafened, Frightened, Paralyzed, Poisoned, or Prone. You may not target a creature that is Grappled or Restrained with this ability. 
You may use this ability a number of times equal to your wisdom modifier. 

Divine Strike

At 8th level, you gain the ability to infuse your strikes with the strength of surging waves. Once per turn when you hit a creature with a melee attack, you can cause the attack to deal an extra 1d8 force damage. This damage increases to 2d8 at 14th level. 

Influence of the Ocean

In the most dire situations, Oceanus is one of the few gods that refuse to leave his followers marooned. Starting at 17th level, in your time of need you may call for the forces of Oceanus to aid you. As an action, roll a d20, on a roll of 10 or lower, the Wave of Prosperity ability is activated. On a roll of 11 or higher, the Wave of Desolation ability is activated. They activate starting at a line within 60 ft of you. Regardless of which ability is activated, all unprotected flames within 50ft of the waves are extinguished. 

Wave of Prosperity: A gentle flowing wave washes past from seemingly nowhere, inflicting no damage and not moving any loose objects. In an area that is 100ft long, 40ft wide, and 40ft tall, all friendly creatures of your choice regain hit points equal to 1d8+ your wisdom modifier and gain temporary hit points equal to your Cleric level, any creatures suffering from diseases or petrification are cured. Affected creatures have advantage on the next attack roll, ability check, or saving throw they make.

Wave of Desolation: A roaring and thunderous wave destroys everything in an area that is 100ft long, 40ft wide, and 40ft tall. Weak structures and items in the area are destroyed as ruled by the DM, stronger structures could be damaged. Every creature in its path must make a DC 21 Strength Saving throw or be pushed 20 ft in whichever direction the wave is flowing and be knocked prone. Each creature also takes 14d8 Force damage on a failed save and half as much on a successful save. You may reroll any number of dice one time. Choose a number of creatures or items to be ignored by the wave equal to your Wisdom modifier. 
You only receive one use of this ability. At the end of each long rest, roll a d6, on a 5 or 6, you regain the use of this ability. 

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