Sailor Domain

In legend, Valkur is known as a formerly mortal sailor, who challenged Umberlee and won. He became a god and is now the patron of sailors, pirates, favorable winds, and all other things to do with man’s mastery over the sea. Many of his clerics serve as captains or sailors. Valkur protects these people from the cruel natures of both Umberlee and Talos, and is the patron of seaborne exploration, daring feats on the ocean, and naval combat.

SAILOR DOMAIN SPELLS

Cleric LevelSpells
1st create or destroy water, thunderwave
3rd gust of wind, shatter
5th water breathing, water walk
7th control water, freedom of movement
9th control winds, steel wind strike*

*spell found in Xanathar’s Guide to Everything

BONUS PROFICIENCIES

At 1st level, you gain proficiency with all water vehicles and with martial weapons.

MARINER

When you choose this domain at 1st level, you become an adept of fighting at sea. As long as you are not wearing heavy armor or wearing a shield, you have a swimming speed and a climbing speed equal to your normal speed.

CHANNEL DIVINITY: WATER WHIP

Starting at 2nd level, you can use your Channel Divinity to unleash a jet of water.

As an action, you create a line of water that is 60 feet long and 5 feet wide. Each creature in the line must make a Strength saving throw, taking bludgeoning damage equal to 2d10 + your cleric level on a failed save, or half as much damage on a successful one. In addition, you can move each target that fails its saving throw to any unoccupied space touching the line.

NAUTICAL MANEUVERS

At 6th level, you gain proficiency in the Acrobatics skill. You can also breathe underwater.

STORM GUIDE

Also at 6th level, you gain the ability to subtly control the weather around you.

If it is raining, you can use an action to cause the rain to stop falling in a 20-foot radius centered on you. You can end this effect as a bonus action.

If it is windy, you can use a bonus action each round to choose the direction the wind blows in a 100-foot radius around you. The wind blows in that direction until the end of your next turn. You have no ability to alter the speed of the wind.

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.

AQUATIC NAVIGATOR

At 17th level, the sea is in your blood. While you are in the ocean, you can never get lost and you always succeed when foraging for food.


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