Base Class: Cleric
The Sea Domain focuses on the plentiful giving and destructive powerful nature of The Sea and its' divine ruler. The gods of the Sea Domain promote sustenance and growth through granting luck to fishermen and safe passage to sailors who pray to them and show respectful use of their domain, but when agitated like the sea in a storm they will torrent, rage, and battle through all in their path. Deities that can claim influence over this domain are ocean deities, and some nature gods. Common Sea Domain deities are: Poseidon, Neptune, Au Kuang, Umberlee, Jotunn, and Ryujin.
Domain Spells
| Cleric Level | Spells |
|---|---|
|
1st |
create or destroy water , fog cloud |
|
3rd |
Snilloc's snowball swarm , Melf's acid arrow |
|
5th |
tidal wave , wall of water |
|
7th |
control water , watery sphere |
|
9th |
conjure elemental , maelstrom |
Bonus Proficiencies
When you choose this domain at 1st level you gain proficiency with Tridents, Waterborne Vehicles, and the Aquan Language.
Blessing of The Sea
Starting at 1st Level, you gain the following benefits a blessing.
If you cannot already, you gain the ability to breath underwater.
You learn the Shape Water Cantrip, If it is not already known.
You gain a 30 foot bonus to your swimming speed.
You gain advantage on all Nature and Survival Ability Checks pertaining to the Sea.
While on a sea vessel, in an ocean, or sea, you always know which way is north, and can tell when a storm is coming.
You can cast Speak With Animals, as a Cantrip, on all animals that call the ocean their home. Additionally creatures that call the ocean their home will not attack, and cannot be magically influenced to attack you, or those you deem undeserving.
Channel Divinity: Release The Kraken!
Starting at 2nd level you can use your Channel Divinity to invoke the wrath of The Sea. As an action, you present your Holy Symbol and a 10x10 foot, roaring whirlpool, will appear on a surface of your choosing within a 30 foot radius. All creatures within a 30 Foot Cube around the effect become Grappled by the enormous crushing limbs of The Kraken (You can designate creatures that will not be targeted by The Kraken). Creatures grabbed by The Kraken must make a Strength Saving Throw against your Spell Save DC. On a failure they are dealt Xd10 Bludgeoning Damage and are Restrained until you next turn (X=Proficiency Bonus), on a success they are dealt half as much damage and may roll a Strength Saving Throw against your Spell Save DC on their next turn to free themselves. Creatures that are Huge or larger can be grappled, but have advantage on the Strength Saving Throw.
Additionally, creatures who free themselves from the Kraken's limbs are still vulnerable to attacks. As a bonus action on your turn you may command the Kraken to Attack an Unrestrained creature, within range (30 foot cube), with a free limb (The Kraken only has a free limb when a creature escapes its' grasp since the start of the spell.) Attacking a creature forces them to make a Dexterity Saving Throw against your Spell Save DC, on a failure they take Xd10 Bludgeoning Damage and are Knocked Prone.
This effects duration is 1d4 Rounds, and becomes 1d6 Rounds at 10th Level, 1d8 Rounds at 14th Level, and 1d10 Rounds at 18th Level. If you leave the 30 Foot Cube around the Kraken, the Kraken's limbs retreat into the whirlpool as it disappears.
Champion of The Sea
Starting at 6th level you are granted the mighty weapon, Maelstrom. Maelstrom appears as a clear Trident of solid water that radiates a faint green/blue light. Maelstrom can be summoned and dispelled with a bonus action, and does not need to be in your possession to be dispelled and will always appear in your dominant hand when summoned. Maelstrom uses Wisdom for ability checks and damage dice.
Additionally while wielding Maelstrom animals that call the ocean their home will regard you as a friend. They will be willing to carry out reasonable tasks for you, and you have advantage on all Charisma based Ability Checks towards them.
(Maelstrom deals Xd6 + Proficiency Bonus + Wisdom Modifier Piercing Damage. X=Half your Cleric Level)
Divine Strike
Starting at 8th Level, you gain the ability to infuse Maelstrom with the crushing force of the sea. Once per turn, when using Maelstrom as a thrown weapon, you can make maelstrom explode into a forceful wave of water, and force the targeted creature to make a Strength Saving Throw against your Spell Save DC. On a failure they are knocked prone, and are dealt Maelstrom's maximum damage as Bludgeoning Damage. This can only be done a number of times equal to half your Cleric Level per short rest.
Tidal Forces
Starting at 17th Level, whenever you use a Domain Spell or Domain Feature to impose a Control Effect on a creature (Knock Prone, Grapple, or otherwise Restrain) They have disadvantage on any saving throw to resist. Additionally on a failure they become Vulnerable to Bludgeoning Damage until the end of your next turn, and will automatically fail on 1d6 future Saving Throws against your Spell Save DC.
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