Homebrew Distillery: Ocean Domain Cleric
The sea brings to mind many contradictory images. It can be gentle waves lapping lazily at the sandy shore, or a bottomless pit of water ready to suck you under to the fathoms below. It can be a beautiful blue-green, or black as a kraken’s inky heart. It can be a bountiful provider of food and economy, or it can be a cruel impassable boundary that divides the people of the world. Gods of the sea tend to have very similar reputations. Capable of great serenity and destruction, of great beauty and heinousness, or of compassion and selfishness. Clerics of the Ocean Domain understand the sea’s constant back and forth nature, and respect both it’s beauty and its unpredictable ire.
1st Create or Destroy Water, Earth Tremor 3rd Gust of Wind, Misty Step 5th Tidal Wave, Wall of Water 7th Control Water, Watery Sphere 9th Cone of Cold, Maelstrom
Gift of the Depths
When you choose this domain at 1st level, you gain a swimming speed equal to your walking speed, and you can breathe both air and water.
Atlantean Weaponry
At 1st level, you gain proficiency with tridents, nets, javelins, and spears.
Channel Divinity: Fathoms Below
Beginning at 2nd level, you present your holy symbol. For 1 minute, you can create an aura of sea water within a 10 ft radius of you. This water hovers in a perfect sphere and is treated as Underwater, and creatures within the sphere apply the mechanics of underwater combat. If creatures cannot breathe underwater, they treat the aura like difficult terrain. Creatures with an innate swimming speed inside the aura can move freely at their normal swimming speed in any direction. As an action, you can cause the water in your aura to become turbulent. Creatures within your aura make a Strength saving throw against your spell save DC or take 2d8 bludgeoning damage and are pulled toward the center of the aura.
Catch and Release
When you reach 6th level, you can throw an enchanted net to snare another creature. As an action, you can cast Hold Monster at its lowest level without using a spell slot.
Divine Strike
Starting at 8th level, you gain the ability to infuse your weapon strikes with oceanic energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an additional 1d8 cold damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Torrential Tides
Beginning at level 17, as an action, you can open a portal to the elemental plane of water, allowing water to rush out. Open the portal at a point you can see within 30 feet of you. The portal faces away from you, and creates a surge of water that is 30 feet wide, 10 feet thick, and 10 feet high. The deluge travels 40 feet in the direction you are facing away from you. Creatures in the path of the wave must succeed on a Strength saving throw against your spell DC or take 6d8 bludgeoning damage and be knocked prone. On a successful saving throw, they take half damage and are not knocked prone. Regardless of their success with the saving throw, the tidal wave pushes all creatures in its path to the the end of the wave’s range. After this feature is used, the terrain becomes difficult due to the flooding. This feature can be used equal to your Wisdom modifier between long rests.


























