Ocean Domain
A God of the deep can have a tempestuous nature. Any community that lives by the sea makes certain to hold festivals in hopes of appeasing them, for although they are mercurial, they can be generous with those who favor them. They are usually worshipped mostly out of fear. They cause storms over the ocean and are seen as cruel and capricious deities.
OCEAN DOMAIN SPELLS
| Cleric Level | Spells |
|---|---|
| 1st | create or destroy water, ice knife* |
| 3rd | Melf’s acid arrow, shatter |
| 5th | call lightning, water walk |
| 7th | control water, storm sphere* |
| 9th | control winds, maelstrom* |
*spell found in Xanathar’s Guide to Everything
AMPHIBIOUS
When you choose this domain at 1st level, you have a swimming speed equal to your land speed, and you can breathe underwater.
WRATH OF THE STORM
This feature is identical to the feature of the same name in the Tempest Domain of the Player’s Handbook.
CHANNEL DIVINITY: TIDAL WAVE
Starting at 2nd level, you can use your Channel Divinity to conjure up a rolling wave of water.
Choose an area within 120 feet of you. The area can be up to 30 feet long, up to 10 feet wide, and up to 10 feet tall. Each creature in the area must make a Dexterity saving throw. On a failure, a creature takes 4d8 bludgeoning damage and is knocked prone. On a success, a creature takes half as much damage and isn’t knocked prone. The water then spreads out across the ground in all directions, extinguishing unprotected flames in its area and within 30 feet of it.
CHANNEL DIVINITY: SUMMON SHARKS
Starting at 6th level, you can use your Channel Divinity to summon sharks to fight for you.
As an action, you can cause four reef sharks (from the Monster Manual) to appear in unoccupied spaces within 60 feet of you of your choice. The summoned sharks are friendly to you and your companions. Roll initiative for the summoned sharks as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don’t issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. The sharks disappear when they drop to 0 hit points, or when the effect ends.
This effect lasts 1 minute, or until you voluntarily dismiss them (no action required).
The summoned sharks require water to breathe and move about in, and can suffocate if they are summoned in spaces without a sufficient supply of continuous water. Suffocating sharks cannot move or take any actions and are effectively paralyzed.
CONNECTED TO THE OCEAN
Also at 6th level, you are immune to being restrained or grappled while underwater.
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 thunder damage to the target. When you reach 14th level, the extra damage increases to 2d8.
WAVEMOTHER’S WRATH
Beginning at 17th level, you can cast the tsunami spell without requiring a spell slot. Once you cast the spell in this way, you can’t do so again until you finish a long rest.

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