Cleric
Base Class: Cleric

The domain of the ocean is vast and majestic, with not only powers to quash, but also to guide, and deliver blessings from the tides. Clerics who dedicate themselves to this domain have many philosophies and ways of life; some choose to revel in life, buzzing with the same vitality as the warm, colorful seas, while others channel the awesome and untamable power of the crashing waves to vanquish their foes.

Maritime Tailoring

When you choose this subclass at 1st level, you have become magically welcomed into the folds of the seas by the grace of your god. You can breathe underwater and you gain a swimming speed equal to your walking speed (if you don't already have one). Additionally, you have strange effects on the ocean and water around you; perhaps while you are submerged in water, any small fish around might flock and flit about you. You might be surrounded by dimly luminous bubbles that glimmer in your space, or while standing by water it might draws itself slightly near you, as if pulled by the moon.

Channel Divinity: Grace of the Seas

Starting at 2nd level, you can invoke the power of the sea to carry your allies to safety and fill bolster them from harm.

As an action, you may present your holy symbol and target a number of creatures within 40 feet of you that you can see equal to your proficiency bonus; each of those creatures is enveloped in a protective bubble and may immediately move up to 15 feet in any direction (including upwards) without provoking opportunity attacks, and then the bubble pops, granting each creature a number of temporary hit points equal to your cleric level plus your Wisdom modifier.

Additionally, if you use this feature to target any creatures underwater, an underwater target may instead move 30 feet in any direction.

Weakening Waves

Once you reach 6th level, you gain the ability to conjure magical waves to batter your foes in crucial moments.

When a creature you can see within 30 feet of you scores a critical hit, you may use your reaction to summon a wave that crashes into that creature. The target must reroll the attack, taking the second roll, before immediately making a Strength saving throw against your spell save DC. On a failure, the target is pushed up to 10 feet in any direction of your choice. If you use this ability to target a creature underwater, the target forgoes making a saving throw, and you can automatically push the creature up to 20 feet in any direction of your choice.

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

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

Emissary of the Ocean

When you reach 17th level, you can command the power of the ocean when channeling magic.

Once per turn, before or after you cast a spell using a spell slot, you may summon a surging wave that carries you at your whim. You can move 20 feet in any direction (including up) without provoking opportunity attacks. If you pass through or enter a Large or smaller creature's space with this movement, you can force that creature to make a Strength saving throw against your spell save DC. On a failure, a creature falls prone.

Additionally, you gain the ability to walk on water as if it were a solid surface (should you choose).

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