Cleric
Base Class: Cleric

The Gods of water, and all ocean life, bless the ones caring enough to follow the domain of bikini bottom, clerics of this domain value the ocean, and vouch to protect ocean life.

Champion Of Bikini Bottom

Starting when you choose this domain at 1st level, you learn the Shape water cantrip and gain a swimming speed equal to your walking speed (or double your swimming speed, if you already have one), and you gain the ability of breathing in water.

Domain Spells

You gain domain spells at the cleric levels listed in the Bikini Bottom Domain Spells table. See the Divine Domain class feature for how domain spells work.

Cleric Level Spells
1st Create or Destroy Water, Purify Food and Drink
3rd Air Bubble, Summon Beast (Water)
5th Tidal Wave, Wall of Water
7th Control Water, Watery Sphere
9th Conjure elemental (Water), Destructive Wave




Channel divinity - Call of bikini bottom

Starting at 2nd level, as an action you present your holy simbol and the surrounding 30 foot area around you is flooded with water. it lasts for 1 minute, until it gets dried, until you are incapacitated, or die. The area has these characteristics:

  • the area is difficult terrain for any creature that doesn't have a swimming speed
  • if the terrain allows it, the area has a mud-like consistency and creatures of a small or smaller size can submerge on it, for a maximum depth of 5 feet.

The secret formula

Starting at 6th level, you gain cook's utensils and learn how to cook secret recipees only the clerics of bikini bottom learn, per short rest, you can use your cook's utensils to cook these recipees:

Kelp Rings: The creature who eats this is under the effects of bless, and guidance for 1 minute.

Kelp Shake: The creature who drinks this is under the effects of longstrider, and expeditious retreat for 1 minute

Coral Bits: These grant +1 on the next attack roll and damage roll to a creature who eats this, this bonus only lasts until the next attack, or 1 minute. A creature can only benefit 3 Coral bits per 1 minute, gaining a maximum bonus of +3.

Kraby Patty: The creature who eats one of these is immune to fear for 1 minute and heals for 4d8 + your spellcasting modifier.

You can cook 6 meals per short rest in any order you'd like, but you can only cook 2 Kraby Patties per long rest, as those need more love than the other foods. When prepared, Coral Bits are made into 3 portions, so, if you choose to make 1 Coral Bits, you end up with 3 portions, 2 Coral Bits is 6 portions, etc... Eating this food costs half of the creatures movement speed, and they can eat multiple Coral bits per eat action.

Potent Spellcasting

At 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

The Neon Tide

At 17th level, you learn how to call upon the power of your deity and direct the wrath of bikini bottom upon your foes. As an action, you begin concentrating on the ability and have the following characteristics:

  • You must expend your action every turn to keep concentrating on this ability.
  • Any attack targeted towards you is made with disadvantage.
  • You gain the benefit of evasion.
  • After 1 round concentrating you are surrounded by water, making you immune to nonmagical fire damage and resistant to magical fire damage.
  • Each round concentrating you form a wall of water around you, gathering water for the Tide. (round 3 it is 30 feet wide, 30 feet high, and 10 feet thick, by 4 it is 60 feet wide, 60 feet high, and 10 feet thick, by 5 it is 120 feet wide, 120 feet high, and 20 feet thick, by 6 it is 250 feet wide, 250 feet high, and 30 feet thick, by 7 it is 500 feet wide, 500 feet high, and 50 feet thick and caps here.)
  • After 2 rounds concentrating(round 3) you can release the Tide:
    • The tide moves 50 feet in the direction you released it, but you can guide it after its release by using the shape water cantrip if you are inside of the tide
    • Any creature that enters the space of the tide for the first time makes a strength saving throw or suffers 1d10 blundgeoning damage + 1d10 blundgeoning damage per round you spent concentrating on the tide (if it succeeds it takes half)
    • The tide carries any huge or smaller creature that ends its turn on the tides space, or that gets hit by it
    • the tide loses 35 feet of height per round it is up.
    • the tide loses 35 feet of height per round it is up.
    • Creatures that can swim, can try to move in the Tide, requiring a Strength saving throw against your spell save DC, if they fail, they can't move.

    • After 8 rounds concentrating you can unleash the Neon Tide 
      • the tide moves 75 feet in the direction you released it, and you can guide it after its release with a bonus action
      • The damage of the tide becomes Radiant damage, and the tide emits magical light, iluminating normal and magical darkness
      • When your allies get would be damaged by the tide, they instead heal by half of the damage they would suffer
      • Enemies hit by the neon tide can't benefit from invisibility or effects that hide them.
      • the tide loses 25 feet of height per round

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