Cleric
Base Class: Cleric

The seas have always been a frontier, terrifying the uninitiated with its wonders and horrors alike. Rarely does one venture beyond the borders of their own nation, for fear of the harsh mistress the ocean waves prove to be. The gods of the deep sea — the truly abyss-like depths — value exploration, tempest, and mystery. Those who worship these gods —good and evil alike — will pray to them for safety as they embark on their ships to explore and pillage. Some of the good-aligned deities of this domain include Deep Sashelas, Persana, and Valkur, while the neutral deities included Istishia and Ulutiu. While rare to have worshippers rather than thralls and subjects, there were also a few truly evil deities like Sekolah, Umberlee, and Dagon. All that matters is that each of these deities represents a piece of the yawning chasm that is the deep, dark seas. 

Abyssal Depths Domain Spells

Cleric Level Spells

1st

fog cloud, create or destroy water

3rd

alter self, enthrall

5th

pulse wave, enemies abound

7th

Black tentaclescontrol water

9th

maelstromcommune with nature

Bonus Proficiency

When you choose this domain at 1st level, you gain proficiency with the tridents and nets. You also gain proficiency in driving water vehicles and the Insight skill.

Rapture Of The Deep

Also starting at 1st level, your emulation of the deep sea causes a sort of hypnotic effect. You learn the thaumaturgy cantrip if you don’t already know it. This cantrip doesn’t count against the number of cleric cantrips you know.

You also may choose once per long rest to hit with a melee weapon and deal an extra 1d6 psychic damage to your foe. It must then make a Wisdom saving throw against a DC of 8 + your Wisdom modifier + your proficiency bonus, or it will be charmed by you for up to a minute. As an action, the creature can make another Wisdom saving throw with the same DC to break free from its stupor.

Channel Divinity: Under Pressure

Starting at 2nd level, you can use your Channel Divinity to impose the pressure of the deep sea upon them.

As an action, you present your holy symbol and create a strong gravitational field for up to an entire minute. When cast on a point within 100 feet of you, it creates a sphere 30 feet in radius. All creatures within the field are restrained for one round. After that first round, a creature restrained by the spell or an unrestrained creature that can touch the affected one can use its action to make a Strength saving throw to try to break free. On a success, the creature is no longer restrained, but any creature that fails this save remains restrained. The unrestrained creature can subsequently make a Dexterity saving throw each round that your Channel Divinity is active to remain unrestrained, but a failure of this save causes the condition to be reapplied.

Aura of Freedom

Once per long rest, you and your allies can be as evasive as water. Liberating energies radiate from you in an aura with a 30-foot radius. For one minute, all allied creature's movement is unaffected by difficult terrain, and any spells or other magical effects have disadvantage on reducing the target's speed or on causing the target to be paralyzed or restrained.

The target can also use 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has it grappled. Finally, being underwater imposes no penalties on the target's movement or attacks.

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with the freezing bite or the ineffability of the tossing waves. 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 or psychic damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Cold Damage

You deal 1d8 cold damage to the target with each attack, which increases to 2d8 cold damage at level 14.

Psychic Damage

You deal 1d8 psychic damage to the target with each attack, which increases to 2d8 psychic damage at level 14.

Tides of Fury

Starting at 17th level, you can manipulate the roiling rage of the unfettered sea. You gain a swimming speed equal to your walking speed and can cast the tsunami spell once per long rest. As a bonus action, you may use a charge of Channel Divinity to give an allied creature the same temporary swimming speed for an entire minute. You may bestow as many creatures with a temporary swimming as you would like as long as you have a charge of Channel Divinity to expend on each creature.

Previous Versions

Name Date Modified Views Adds Version Actions
9/7/2022 3:53:31 AM
34
7
--
Coming Soon
Abyssal Depths Domain Image

Comments

Posts Quoted:
Reply
Clear All Quotes