Ocean Domain
Clerics of the Ocean domain sway and pitch with the force and power of the tides themselves. They embody the rough, roiling temperament of the sea itself: striking with all the ferocity of a whirlpool, and healing all the tenderness of a gentle reef. Clerics of this domain are as slippery as a moray, and equally deadly.
Ocean Domain Spells
- 1st--create or destroy water, fog cloud
- 3rd--misty step, lesser restoration
- 5th--water breathing, tidal wave (XGtE)
- 7th--control water, freedom of movement
- 9th--hold monster, cone of cold
Ebb and Flow
When you choose this domain at 1st level, your spells receive one alternating benefit, constantly swapping between High Tide and Low Tide as you cast spells. When you gain this feature, and whenever you finish a long rest, you return to High Tide.- High Tide. When you cast a cleric spell of 1st level or higher that damages one or more creatures, you can choose one damaged creature that is Large or smaller. The target is pushed up to 10 feet away from you, and this feature is replaced with Low Tide.
- Low Tide. When you cast a cleric spell of 1st level or higher that restores hit points to one or more creatures, you can choose one such target that is Large or smaller. The target is pulled up to 10 feet towards you, and this feature is replaced with High Tide.

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