Base Class: Cleric
Gods of the Sea are the rulers of the oceans, and all that dwell within them. These deities watch over all creatures that belong in the sea, and all creatures who sail upon it. Followers of these gods are often sailors or live close to the ocean, blessing ships to grant them safe travel upon the waves and to get safely through any storm. Their magic grant them great control over the water, and their bodies have augmented to serve their deity just as well under the sea as above.
Domain Spells
You gain domain spells at the cleric levels listed in the Ocean Domain Spells table. See the Divine Domain class feature for how domain spells work.
Ocean Domain Spells
| Cleric Level | Spells |
|---|---|
| 1st | create or destroy water, purify food and drink |
| 3rd | animal messenger (aquatic animals only), summon beast (water environment only) |
| 5th | tidal wave, water breathing |
| 7th | control water, watery sphere |
| 9th | conjure elemental (water-related only), maelstrom |
Servant of the Sea
At 1st level, you gain a swimming speed of 40 feet, and you can breathe underwater.
Vessel's Blessing
At 1st level, you gain the ability to bless ships and boats on the open sea. As an action, choose a vessel that travels on water. For the next 8 hours, whenever the vessel or someone steering it needs to make an ability check or saving throw to sail the vessel in some manner, they roll an additional 1d8 and add the result to the total.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.
Channel Divinity: Ocean's Wrath
Starting at 2nd level, you can use your Channel Divinity to wield the power of the sea and harness the true might of the waves.
As an action, you can use your Channel Divinity to target a creature within 30 feet of you, that you can see, and conjure a wave of water at their location. That creature must make a Dexterity saving throw. On a failed save, the creature takes 2d8 bludgeoning damage and is knocked prone. On a successful save, the creature takes half as much damage and isn’t knocked prone.
Rush of Water
At 6th level, you have become remarkably adept at channeling magical energy to manipulate and control water.
If you cast a spell that deals bludgeoning or cold damage using a spell slot of 1st level or higher, you can change the spell’s casting time to 1 bonus action for this casting, provided the spell’s casting time is normally 1 action.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.
Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
One with the Sea
Starting at 17th level, you have become attuned with the sea. Any vessel under the effect of Vessel's Blessing cannot be damaged in any way. In addition, whenever you drink sea-water, you regain 2d4+2 hit points.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
3/1/2022 7:00:16 PM
|
15
|
1
|
1.0
|
Coming Soon
|
Comments