Base Class: Cleric
Clerics of Gods who control the waves and tides, as well as the beasts who dwell within the depths of the sea draw power from this domain.
Bonus Proficiency
When you choose this domain at 1st level, you gain proficiency with the trident and can choose that as your starting equipment.
Spellcasting
|
Cleric Level 1st level 3rd level 5th level 7th level 9th level |
Spells |
Wrath Of The Wave
Also at 1st level, you can torrentuously rebuke attackers. When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw. The creature takes 2d6 cold damage on a failed saving throw and is pushed back 10 feet, and half as much damage (and is not pushed) on a successful one. 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.
Channel Divinity: Torrential Wrath
Starting at 2nd level, you can use your Channel Divinity to wield the power of the waves with unchecked ferocity.
As an action, you present your holy symbol and invoke the name of your deity. A forceful 10-foot-high wave of cold water erupts in a 30ft-radius circle around you. All creatures within the circle must succeed on a Strength saving throw or take xd6 cold and xd6 bludgeoning damage and be pushed back 10 feet and knocked prone. (x equals your proficiency bonus) Creatures take half as much damage and are not pushed and knocked down on a successful saving throw. Creatures of the Huge size and larger are not pushed back and knocked prone. You must not be in the air when you do this.
Sea priest
At 1st level, you gain a swimming speed equal to your base walking speed while wearing armor weighing less than 35lbs (for medium creatures- 25lbs for small creatures) or no armor and while not using a shield.
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 damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Seablooded
At 17th level, you have can breathe water as well as air. Your swim speed increases by 15 feet. When you use your Torrential Wrath feature, the effect's radius is extended to 60 feet, the wave is 20 feet tall and the distance creatures are pushed back increases to 15 feet. Huge creatures can now be pushed and knocked prone by this feature.
-
View User Profile
-
Send Message
Posted Aug 10, 2020When compared to other, official cleric subclass, this one is pretty broken.
My issues with this start at "wrath of the wave", an insanely OP ability for a lv one cleric, especially if you compare it to the light domain clerics, who have similar abilities. Not only does this ability, at lv one, have the potential to deal 10d6 damage as a reaction over 5 turns (You can use this feature a number of times equal to your Wisdom modifier), but it also cases enemies to be pushed back.
The light domain cleric has a similar ability, called "Warding Flare" that as a reaction imposes disadvantage on an attacking creates, up to 5 times per long rest, based on wisdom modifiers.
"Torrential Wrath" at level two also suffers from a similar problem of strange damage output. Again comparing this channel Divinity to a light domain cleric, you deal (at second level) 2d6 cold & 2d6 budging damage and are knocked prone, onto an unlimited number of enemies. When compared to a lv 2, the light domain cleric, your channel Divinity Radiance of the Dawn deals a 2d10+ cleric level (so 2) fire damage. Not only is the the damage of the "Torrential Wrath" insanely high for lv two, but only increases rapidly as you level up. The line "x equals your proficiency bonus" means that at higher levels, you're dealing over 10d6 damage as your channel divinity to a potentially unlimited number of enemies.
There is no level 6 ability for this cleric subclass and the other abilities I have not covered in detail are confusing, to say the least.
TLDR. needs work
-
View User Profile
-
Send Message
Posted Nov 17, 2019I agree. I think it's supposed to be the 6th level feature but it's a fairly weak feature to gain at that level.
-
View User Profile
-
Send Message
Posted Dec 16, 2018Some of the wording is confusing and Sea Priest in particular I wonder about. Is that actually meant to say 6th level? Also the rules for that feature doesn't make sense.
HOWEVER. My impression is not entirely negative. In fact, I rather like this take on an Ocean Domain!
-
View User Profile
-
Send Message
Posted Oct 23, 2018This is an amazing subclass, I've even made it an established and lore-integrated subclass in a campaign I'm running. Normally, I permit Unearthed Arcana, homebrew, and Wayfarer's Guide content on a case-by-case basis, but this is one of the few things I've preemptively given as an option in my houserules!