Base Class: Cleric
The Ocean Domain specializes in mastering water travel and controlling the flow of combat. Many of their abilities allow them to push away enemies while dealing damage, creating space between themselves and their foes. They can also heal allies with soothing waters, use a variety of mobility and damage spells, and eventually gain the power to conjure elementals at-will. Typical deities that fall under the Ocean Domain include Umberlee, Valkur, Thassa, Deep Sashelas, and Sekolah.
Ocean Domain Spells
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Bonus Cantrip
At 1st level, you gain the Shape Water cantrip if you don’t already know it. This cantrip doesn’t count against the number of cleric cantrips you know.
Weapon of the Seas
At 1st level, you gain proficiency with tridents. You can perform the somatic components of spells with tridents.
Aqueous Envoy
At 1st level, your deity has imbued you with aquatic abilities that allow you to better serve their divine purposes. You gain the following benefits:
- You can speak, read, and write Aquan.
- You have resistance to cold damage.
- You have a swimming speed equal to your walking speed, and you can breathe underwater.
Channel Divinity: Ebb and Flow
At 2nd level, you can use your Channel Divinity to create torrents of magical water from your holy symbol, causing harm to your foes and strengthening your allies.
As an action, raise your holy symbol and choose a hostile creature that you can see within 30 feet of you. The creature must make a Dexterity saving throw. On a failed save, the creature takes damage equal to 3d6 + your cleric level and is pushed 5 feet away from you. On a successful save, the creature takes half as much damage and is not pushed away.
Additionally, choose a friendly creature that you can see within 30 feet of you (this creature can be yourself). The creature gains temporary hit points equal to the amount of damage dealt by this ability.
Riptide
At 6th level, you can unleash a sudden wave of water to create distance between yourself and an attacking enemy. When you are attacked by a creature within 5 feet of you that you can see, you can use your reaction to force them away in a riptide. The attacking creature must succeed on a Strength saving throw or be pushed 30 feet away from you.
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Potent Spellcasting
At 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Tidespeaker
At 17th level, your mastery over the tides allows you to create protective servants at any time.
As an action, you can cast Conjure Elemental to create a Water Elemental without expending a spell slot, requiring no verbal or material components. If your concentration on this spell is broken, the elemental disappears, returning to a harmless puddle of water.
Once you use this feature, you can't use it again until you finish a short or long rest.
Previous Versions
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10/10/2023 11:50:56 PM
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Coming Soon
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