Base Class: Cleric
Some deities dwell not in the heavens, but in the deep, dark recesses of the world, where life is absent but for a few resilient, incomprehensible beings. Some clerics draw their power from such deities, pledging their lives to the unfathomable powers of the ocean, vowing to become one with the eternal ebb and flow of the tides, protecting the deep seas and the many secrets contained therein.
Deep Waters domain spells
1st. Create or Destroy Water, Bane
3rd. Blindness/Deafness, Hold Person
5th. Water Walk, Water Breathing
7th. Control Water, Greater Invisibility
9th. Wall of Force, Antilife Shell
Barnacle Barrier
level 1 Cleric (Deep Waters Domain) Feature
(Action - Proficiency Bonus/Long Rest). You call upon the deep to manifest a shield of barnacles over your skin, which grants you Temporary Hit Points equal to twice your Cleric level.
Bonus Proficiency
Also at 1st level, you gain proficiency with heavy armor.
Channel Divinity: Grip of the Fathomless
level 2 Cleric (Deep Waters Domain) Feature
(Action - Expends Channel Divinity). You present your holy symbol, and a crushing aura falls on a point you can see within 60 ft. The aura has a 20 ft. radius and it lasts for 1 Minute or until you are Incapacitated or die.
· Creatures of your choice within the aura are under extreme pressure and can only move at half Speed. If the creature is underwater, they take 1d4 Force Damage if they start their turn inside the aura.
· When a creature enters the aura for the first time on a turn or starts their turn there, they must make a Constitution Saving Throw (Cleric Spellcasting DC).
· On Failure: The target may only take an Action or a Bonus Action during their turn.
· On each of your turns after you use this feature, you can use an Action to move the aura 30 ft. in any direction.
Thalassic Soul
level 6 Cleric (Deep Waters Domain) Feature
Your connection with the seas grants you special abilities.
· You gain Resistance to Cold Damage.
· You gain a Swim Speed equal to your Walk Speed, you can breathe underwater, and being underwater imposes no penalties on your Attack Rolls.
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. 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, fire, or lightning damage (your choice) to the target. When you reach 14th level, the extra damage increases to 2d8.
Harbinger of Drowning
level 17 Cleric (Deep Waters Domain) Feature
You can bring the despair of the deepest trenches to your enemies
(Action - Proficiency Bonus/Long Rest). You choose a creature within 60 ft. of you that you can see and cause them to make a Constitution Saving Throw
(Cleric Spellcasting DC).
· On Failure: The target takes 4d8 Force Damage and is considered Grappled for 1 Minute. While Grappled in this way, the target is also considered Restrained, Blinded, and unable to breathe as they become engulfed in a torrent of water. The target can repeat the Saving Throw at the end of each of their turns, ending the effect on themselves on a success.
· On Success: The target takes half as much damage and suffers no further effect.
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