Cleric
Base Class: Cleric

channel the divinity of water and sea, of brine and ice. The Sea domain is a uneasy crashing tide to soak, freeze and drown all those whom you fight. This subclass takes inspiration from trying to make a sea based domain that also mix matches with Wildfire Druid ability to summon.

Domain Spells

You gain the following domain spells.

Sea Domain Spells
Sea Domain Spells
Cleric Level Spells
1st Fog Cloud, Ice Knife
3rd Augury, Misty Step
5th Tidal Wave, Wall of Water
7th Black Tentacles, Ice Storm 
9th Cone of Cold, Maelstrom,

Bonus Proficiencies

At 1st level, you gain proficiency with martial weapons, navigator's tools and vehicles (water)

Seaborn Brine

Also at 1st level, you gain a swim speed equal to your movement speed and can breathe air and water, you learn the cantrip Shape Water and either Ray of Frost or Frostbite. These cantrips count as a cleric cantrip for you, but it doesn't count against the number of cleric cantrips you know.

In addition, as an action, you can magically share your swim speed and ability to breathe underwater with willing creatures you can see within 30 feet of you, up to a number of creatures equal to your Wisdom modifier (minimum of one creature). This shared feature lasts for 1 hour. Once you share this feature, you can't do so again until you finish a long rest, unless you expend a spell slot of any level to share this feature again.

Channel Divinity: Summon Champion of the Seas

Starting at 2nd level, you can use your Channel Divinity to call forth aid from the sea itself. Ushering a champion to aid you in your fights.

When you use your channel ability, you call forth a Champion of the Seas. It manifests in an unoccupied space that you can see within 30 feet of you.

The champion is friendly to you and your companions and obeys your commands. See this creature's game statistics in the champion of the Seas stat block, which uses your proficiency bonus (PB) in several places. You determine the champion appearance. Some champion of the Seas take the form of a humanoid figure covered in barnacles shipwreck debris while others look like torrents of water or aquatic beasts.

CHAMPION OF THE SEAS

Armor Class 13 + PB (natural armor)

Hit Points 5 + five times your cleric level

Speed 30 ft., swim 30 ft.

STR
14 (+2)
DEX
14 (+2)
CON
15 (+2)
INT
8 (-1)
WIS
14 (+2)
CHA
11 (+0)

Damage Immunities Cold

Condition Immunities charmed, frightened, grappled, prone, restrained, exhaustion, poisoned

Senses darkvision 60 ft., passive Perception 12

Languages understands the languages you speak

Challenge — Proficiency Bonus (PB) equals your bonus

Water Form. The Champion can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.

Actions

Slam. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + PB bludgeoning or Cold damage (your choice).

Depth Shot: Range Weapon Attack: your spell attack modifier to hit, range 60ft, one target you can see. Hit: 1d6+ PB cold or bludgeoning damage (your choice)

Engulfing Strike. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit:  The target is grappled (escape DC equals your spell save DC). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. The champion can't use this attack on another target while it has engulfed a creature. At the start of the creature's turn. It takes 2d8 + cold or bludgeoning damage (your choice) . The champ can only engulf creatures that are it's size or smaller.

 

 

In combat, the champion shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the champion can take any action of its choice, not just Dodge.

The champion manifests for 1 hour, until it is reduced to 0 hit points, until you use this feature to summon the champion again, or until you die.

 

Nautical Heart

Starting at 6th level, you gain resistance to cold damage. In addition, your ability to channel sea energy becomes more potent. Cold and bludgeoning damage dealt by your cleric spells and Channel Divinity options ignores resistance to cold and bludgeoning damage.

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 cold damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Enhanced Champion of the Seas

At 17th level, You have gain a deeper connection with your Champion of the Seas, enhancing their abilities. In addition you gain Immunity to cold damage.

Your Champion of the Seas size increases to large and gains the ability to mirror cast your prepared spells below 5th level that does not require concentration when you cast a spell from 5th level or lower. The mirror cast is from the location of the champion.

 

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