Base Class: Cleric
Water is the source of life, and almost all cultures view their sources of water– be they springs, rivers or seas– with respect and fear. Great bodies of water evoke powerful emotional responses in the mortal mind: awe, fear, tranquility and inspiration can all be found in the roar of waves crashing on the shore or the reflection on the surface of a perfectly still lake. More practically, many people depend on the water for their livelihood, as sailors, merchants, fishermen or even farmers. But water– deep, swift-running, inscrutable water– can be dangerous, and can take life as easily as it gives it. Many cultures have myths telling of a great, all-consuming flood, sent as a punishment by the gods to destroy ancient civilisations beyond redemption. It is a reverence of the complex profundity of water which draws clerics to the Ocean Domain. There are many gods of rivers and seas (such as Umberlee, Habbakuk, Deep Sashelas and Poseidon), but gods of creation and magic (such as Mystra, Corellon Larethian and Enki) or nature more generally (such as Eldath, Obad-Hai and Manannan mac Lir) can claim the Ocean domain too. Some Ocean clerics worship gods of beauty (such as Sune or Aphrodite), seeing the awesomeness of the waters as a divine gift, while others worship gods of trade and travel (such as Waukeen, Fharlanghn and Tymora).
Domain Spells
You gain domain spells at the cleric levels listed in the Ocean Domain Spells table. See the Divine Domain class feature for how domain spells work.
Ocean Domain Spells
|
1st |
Create or Destroy Water, Ice Knife |
|
3rd |
Hold Person, Mirror Image |
|
5th |
Tidal Wave, Water Walk |
|
7th |
Control Water, Watery Sphere |
|
9th |
Hold Monster, Maelstrom |
Bonus Proficiencies
At 1st level, you gain proficiency with martial weapons and waterborne vehicles.
Waters of Life
Also at 1st level, you can weave protective blessings around your allies. When you cast a Cleric spell on a creature, you can also grant it temporary hit points equal to 3 times the spell's level.
You can use this ability a number of times equal to your Wisdom modifier (minimum of 1), regaining all uses when you finish a long rest.
Channel Divinity: Divine Deluge
Starting at 2nd level, you can use your Channel Divinity to summon holy water to punish your enemies.
As an action, you present your holy symbol, and a torrent of water flows out of it. The water's appearance, purity, salinity and temperature are your decision. The water forms a foot-deep pool in a 30 foot radius centred on you. This area, which moves with you, is difficult terrain for hostile creatures. This pool persists for 1 minute or until you are incapacitated.
Once during the duration of the pool, you can use an action to drown creatures in its area. Creatures of your choice within the pool must make a Dexterity saving throw. On a failure, a creature takes magical bludgeoning damage equal to double your Cleric level and is knocked prone as columns of water blast upwards and strike them. On a success, a creature takes half damage and is not knocked prone.
Ocean Soul
At 6th level, you are blessed by the gods of water. You can breathe both air and water, have a swimming speed equal to your walking speed and suffer no penalties when fighting underwater. Additionally, you can touch another creature and share this blessing with them. This effect lasts until you use it on another creature.
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.
Overwhelming Flood
At 17th level, you have mastery over water, and its force empowers your magic. Whenever a creature fails a saving throw against one of your Cleric spells, that creature is also restrained for one minute, as tendrils of holy water wrap around it. At the end of its turns, a creature can make a Strength saving throw to end the effect. This effect can only apply to one creature at a time.
Previous Versions
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