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Sea Domain

Clerics of sea gods are mercurial, fierce, and prone to frequent rages, much like the mighty oceans and rivers they worship. The power of the sea is one of freezing cold, gentle winds, terrible pressures, and alien life that exists in a profusion and diversity that land dwellers can only barely recognize.  

Sea Domain Spells

  • 1st--fog cloud, thunderwave
  • 3rd--gust of wind, misty step
  • 5th--water breathing, water walk
  • 7th--control water, hallucinatory terrain
  • 9th--commune with nature, wall of water*

Bonus Proficiency

When you choose this domain at 1st level, you gain proficiency with Vehicles (Water), and you add double your proficiency bonus to checks with Vehicles (Water) and Strength (Athletics) checks to swim. Also, you have advantage on any Strength (Athletics) checks to swim.  

Disciple of the Sea

Also at 1st level, you gain a swim speed equal to 30 feet. You may breath underwater for a number of minutes equal to your Wisdom modifier, and regain minutes following a short rest. You also gain darkvision 60 feet if you do not already, as well as resistance to bludgeoning damage.  

Channel Divinity: Call Creatures of the Sea

Starting at 2nd level, you may use your channel divinity to bring creatures of the sea to serve you. As an action, you present your holy symbol and call upon the creatures of the sea. A number of aquatic creatures (including birds, mammals, and reptiles) with the beast type that are appropriate to the environment whose total HD are less than or equal to your Wisdom modifier + your proficiency bonus appear. These creatures understand your orders and will serve you for 1 minute and then disperse to their usual haunts.  

Beneath the Sea

Starting at 6th level, you may touch a companion and share your ability to swim and breathe underwater with them. You may do this a number of times equal to your Wisdom modifier, and regain uses following a short rest.  

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.  

Majesty of the Sea

At 17th level you gain command of the sea, wind, and waves. This acts as the control weather spell but only effects large bodies of water. Furthermore, you gain the ability to breathe underwater, and may share it on through your Beneath the Sea feature. Those you share this ability with lose it following a long rest.

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