Base Class: Cleric
A sea cleric may have spent time aboard ships or grown up fighting for survival amongst the ocean currents, but one thing or another has led them to equally respect and fear the majestic power held within the waves. Whichever god they worship, they approach survival with a sacred reverence and devote their experience to ensuring they are the ones left standing at the end of the day.
Domain Spells
You gain domain spells at the cleric levels listed in the Sea Domain Spells table. See the Divine Domain class feature for how domain spells work.
Sea Domain Spells
|
Cleric Level |
Spells |
|---|---|
|
1st |
|
|
3rd |
|
|
5th |
|
|
7th |
control water, fire shield(chill shield only) |
|
9th |
Bonus Cantrip & Proficiency
When you choose this domain at 1st level, you learn the cantrip shape water and gain your proficiency bonus should you ever be required to make an ability check with fishing tackle.
Fluid Motion
Starting at 1st level, you gain a swimming speed equal to your walking speed or vice versa. Your walking speed increases by 5 every 4th level, starting at level 4
Channel Divinity: Oasis
Starting at 2nd level, you can use your Channel Divinity to conduct a one minute ritual summoning a spring into existence in your proximity.
The area of this oasis is roughly a cylinder 20 feet high with a 30 foot radius, the central 15 foot radius of which is the pond. Shelter and life magically populate the Oasis, which provides immunity to attacks from above and below as well as food and fresh water equivalent to 8 meals. After 12 hours, the spring seals itself and all traces of it magically fade.
Channel Divinity: Stormcall
Beginning at 6th level, as an action you can use your channel divinity feature to form a storm around yourself with a radius of 30 feet.
The storm lasts one minute; does not require concentration; and while it rages, all hostile creatures that fail a dexterity save take damage equal to 1d4 plus half your Cleric level of one of the following types: Acid, Bludgeoning, Cold, Lightning, or Thunder (your choice) on each of your turns.
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.
Chosen of the Ocean
Starting at 17th level, you have attained the status of a 'big fish', and the ocean's vitality protects you wherever you go, granting you resistance to cold, fire, and necrotic damage so long as you've met the requirments for water intake. You also gain proficiency with aquatic weapons--nets, crossbows, shortswords, tridents, spears, and harpoons/javelins--if you did not already posess them, even while not submerged.
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Posted Aug 1, 2018Could use a couple pointers on properly programming the effects of the 'Fluid Motion' perk, but otherwise I am proud of this subclass; I'm not very experienced with the game so it might be lacking, but it is intended to be usable by both surface dwelling or sea dwelling creatures with equal efficacy. The focus is on survival and control abilities with its domain spells and creative thinking with its perks.