Base Class: Cleric
From the gentlest of waves to the most furious of seas, the ocean has defined those who have lived beside or within it. There have always been gods to represent both sides of the seas from its temper to the life that lives within it. As one of their servants, you invoke the power of salt and sea-- the foundation of life-- in all its chaotic glory. You are an emissary between sea and shore.
Ocean Domain Spells
|
Cleric Level |
Spells |
|
1st |
fog cloud, speak with animals (aquatic only) |
|
3rd |
locate animals and plants, misty step |
|
5th |
gaseous form, water breathing |
|
7th |
conjure minor elementals (water only), black tentacles |
|
9th |
awaken, conjure elemental (water only) |
Envoy to the Waves
When you choose this domain at 1st level, you learn the frostbite cantrip. You also learn the Aquan language, gain proficiency in the Survival skill, and gain proficiency with tridents and nets.
Channel Divinity: Sea Speaker
Starting at 2nd level, you can use your Channel Divinity to command all aquatic creatures within 100 feet that fail a Wisdom saving throw. This feature is only effective on creatures with an Intelligence of 4 or lower.
At Home in the Waves
At 6th level, you gain a swimming speed of 30 feet, or increase it by 10 feet if you already have a swimming speed. In addition, your connection to the ocean depths gives you darkvision out to 60 feet, or increases it by 30 feet if you already have darkvision.
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with the fiery power of the forge. 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.
Scales of the Sea
At 17th level, you become able to breathe in water as easily as you can in air. You also gain the ability to transform your skin into fishlike scales at will. While covered in scales, you have resistance to bludgeoning, piercing, and slashing damage from nonmagical sources, and you have advantage on Dexterity (Stealth) checks in underwater environments. You must use an action to grow the scales or to transform back to your normal skin. The scales can be any color you choose. The scales need to be kept wet or you gain one level of exhaustion at the end of each hour when you have the scales and they haven't been thoroughly wetted for that length of time.
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