Cleric
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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