Cleric
Base Class: Cleric

Gods of the sea -- and those of other water sources like rivers or springs -- are frequently worshipped in order to make aquatic journeys easier and less dangerous. Many gods of this domain, such as Poseidon, Manannán mac Lir, Thassa, and Njord, are sailors or fishermen rescuing supplicants from shipwrecks and blessing their vessels for travel upon the ocean waves. There are evil gods like Zeboim, Aegir, and Umberlee, who whip the seas into deadly storms, sink ships, and crush coastal settlements with giant waves. Some water gods are avatars of purity, fertility, life, and cleanliness, with temples built at pure springs or sacred rivers, like Sobek or Brigantia. A few like Eadro or Sekolah are patrons of a particular aquatic race such as merfolk or sahuagin.

Domain Spells

Sea Domain Spells
CLERIC LEVEL
SPELLS
1st create or destroy water, fog cloud
3rd dive (new), drown (new)
5th tidal wavewater breathing
7th control water, watery sphere
9th maelstrom, water to acid (new)

New spells must be selected manually in the character builder.

Chosen of the Sea

When you choose this domain at 1st level, you gain proficiency with the trident, and you can breathe underwater. You also have advantage on any ability checks relating to bodies of water or water vehicles.

In addition, you learn the shape water cantrip, from Xanathar's Guide to Everything, and the new water spout cantrip. They are cleric cantrips for you, and don't count against the number of cantrips you can learn as a cleric.

Blessed Water

Also at 1st level, you can spend 1 minute praying over at least 1 lb of water to create pure blessed water that lasts for up to 8 hours or until you finish a long rest. 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.

You choose one of the following options for the water each time you use this feature.

Aquatic Elixir. If a creature consumes the water, it gains the ability to breathe underwater for a number of hours equal to half your cleric level (minimum of one hour). After you reach 6th level, a creature can drench itself in the water instead of consuming it, granting the creature a swimming speed equal to its speed for a number of minutes equal to 10 times your cleric level.

Holy Water. The water functions the same as holy water for the duration, except that it deals bonus radiant damage equal to half your cleric level. You can expend 25 gp worth of powdered silver when the blessed water is created to transform it into a flask's worth of real holy water with the same effects and no duration.

Water of Life. A creature can use its action to touch an injured creature and spread the water upon the injured creature's body. The injured creature regains hit points equal to 3 + half your cleric level.

Channel Divinity: Tidal Surge

Starting at 2nd level, you can use your Channel Divinity to create a wave of temporary water around you.

As an action, you present your holy symbol, and each creature of your choice within 15 feet of you must make a Strength saving throw. On a failed save, a creature takes bludgeoning damage equal to 2d6 + your cleric level, and it is pushed 10 feet away from you or pulled up to 10 feet toward you (you choose which it is each time you use this ability). On a success, it takes half as much damage and isn't pushed or pulled.

Crashing Waves

Starting at 6th level, whenever one of your cleric spells pushes or pulls a creature, you can push or pull it 5 feet further. Also, whenever one of your cleric spells or class features restrains a creature, pushes or pulls a creature into a solid object that's at least one size larger than it (such as a wall, tree, or boulder), or knocks a creature prone, you can choose one of the following effects to apply to that creature:

  • It can't take reactions until the end of its next turn.
  • Its speed is halved until the end of its next turn.
  • It must make a Constitution saving throw against your cleric spell save DC. On a failed saving throw, it drops whatever it is holding, and if it is concentrating on anything, it loses concentration.

Potent Spellcasting

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

Cycle of the Tides

Starting at 17th level, when you use your Tidal Surge Channel Divinity feature, it deals 2d6 bonus damage, and the range and distance pushed or pulled are both doubled. At the end of your next turn, another wave of water washes around you and you repeat the effect without expending another usage of Channel Divinity. You can choose new targets and whether to push or pull.

Previous Versions

Name Date Modified Views Adds Version Actions
9/8/2021 9:19:35 PM
45
45
1.0
Coming Soon
Sea Domain Image

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