Sea Domain in Mannaheim | World Anvil
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Sea Domain

The Sea Domain focuses on the vast waters of Midgard. It holds the power of the sea and all its beasts. They carry with them the might of the gods of the sea and only they can old back their fury.

Sea Domain Spells

Gothi Level Spell   1st: Speak with Animals Charm Person   3rd: See Invisibility, Misty Step   5th: Water Walk, Water Breathing   7th: Hallucinatory Terrain, Conjure Minor Elementals (air or water)   9th Dominate Person, Cone of Cold

Bonus Proficiency

When you choose the Sea Domaine at 1st Level, you gain proficiency in the Athletics skill.

Essence of Water

Also starting at 1st level, you become able to navigate in water with ease, no matter how much armor you wear. Your swim speed increases by 10 feet. You also do not get any penelty from the armor you wear to your Strength (Athletics) checks, in order to swim. You also have advantage on your Strength (Athletics) checks when trying to swim to the surface.

Channel Divinity: Engulf

Starting at 2nd Level, you can use your Channel Divinity to invoke the wrath of your god. As an action, you magically call in the wrecking waves from the sea. They emerge from your location, move out into a radius of 60 feet and all creatures caught in them must make a Strength or Dexterity saving throw. On a failed save, they are knocked prone.   Additionally, creatures that get carried away take 2D10, plus your Wisdom modifier in force damage, and half as much on a successful save.   If the target that gets carried away falls into a body of water that is deeper than its length, it must succeed on a Constitution save. On a failure, it takes 1d6 bludgeoning damage due to suffocation, if it does not possess a feature that lets one breathe underwater, or makes breathing unnecessary.

Warrior of the Sea

Starting at 6th level, you become a warrior of the sea. Your fighting represents the will of the sea and you gain the following benefits:   ● You gain resistance to fire damage.   ● You gain scent (120 feet in normal sea current, 300 feet in incoming sea current) while underwater.

Might of the Sea

Starting at 8th level, you gain the ability to infuse your spells with the might of the seas. For any 1st level or higher spell that deals cold damage, or that is listed in your domain spells, you roll for damage with an additional die. If you are within 300 feet of a sea, river, fjord or lake, you roll for damage with two additional dice of its type.

Channel Divinity: Wrath of the Sea

Starting at 17th Level, whenever you are casting a spell that deals cold damage or that is listed under your Gothi spells, you can use your bonus action to apply disadvantage on saving throws to a number of creatures equal to your Wisdom modifier.

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