Base Class: Cleric
The Ocean Domain focuses on the forces and power of the ocean. Clerics of this domain have the ability to manipulate water in all of its forms and evoke the wrath of the ocean itself. Gods of this domain typically focus around the ocean, the sea, lakes, rivers, beaches or nature.
Ocean Domain Spells
1st Level: Create or Destroy Water, Fog Cloud
3rd Level: Calm Emotions, Misty Step
5th Level: Wall of Water, Gaseous Form
7th Level: Control Water, Watery Sphere
9th Level: Conjure Elemental, Cone of Cold
Bonus Proficiency
At 1st level, you gain proficiency with martial weapons. When wielding a trident in one hand the damage dice for you is now 1d8 and when wielding a trident in two hands the damage dice for you is now 1d10.
Blessing of the Waves
At 1st level, you gain the ability to move through water like it is second nature. You gain a swimming speed equal to your walking speed and you can breathe underwater. If you already have a swimming speed you may add 15 feet to it, whichever gives you higher speed. You also learn the Shape Water cantrip if you do not already know it.
Channel Divinity: Tidal Wave
When you reach 2nd level you gain the ability to use your channel divinity to wield the power of the ocean. As an action, you may use your channel divinity to create a tidal wave that travels in a 30 foot cone in front of you. All creatures within the path of the tidal wave must make a strength saving throw against your cleric spell save DC or be knocked prone. Creatures who succeed on their save are not knocked prone but are knocked back 30 feet. You may choose any number of creatures to have automatically succeed on their strength saving throws. These creatures heal a number of HP equal to your wisdom modifier + your cleric level and are not knocked back.
Channel Divinity: Wrath of the Ocean
At 6th level, you gain the ability to use your channel divinity to summon a creature from the depths of the ocean to help you in combat. Whenever you successfully affect a creature with a 1st level spell or higher or with a melee attack you may use your channel divinity to summon a tentacle from a Kraken or similar creature. This tentacle will restrict the creature until the end of your next turn.
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 may cause the attack to deal an additional 1d8 cold damage. When you reach 14th level the extra damage increases to 2d8 cold damage.
Greater Flow
At 17th level when using spells that manipulate or summon water, you may manipulate or summon double the amount of water. You also gain the ability to walk on water.
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Posted May 3, 2022When I used this for a character, it didn't give then martial weapons proficiency.
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Posted Jan 23, 2020Thank you for the feedback! When it comes to Wrath of the Ocean, I meant restrained, it must of just been a typo that got pass proofreading. As for the capstone, I wasn't really sure what to go with there, I could potentially change it to grant improvements to the two channel divinities provided by the subclass.
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Posted Jan 21, 2020Really love this one! Fantastic spell list, and the channel divinity is quite nice. I would suggest rewording Wrath of the Ocean to be more clear on what sort of condition is being applied, “restrict” could imply the grappled, restrained, or incapacitated conditions. Also, maybe consider reworking the capstone, as it stands it is quite week in comparison to other cleric capstones. As it stands it doubles the effect of VERY situational spells and provides a free 3rd level spell. Maybe expanding on the theme of getting aid from ocean monstrosities?