MrStabby
2017-02-25, 02:56 PM
I am wanting to play a cleric of a sea god in an upcoming game but really wanted a god of the depths rather than the storms on the surface so wanted to skip the tempest domain (also I had played one before). The themes I wanted were tentacle monsters from the deep and a sense of the deep cold of the sunless trenches under the sea.
I was going to pitch the following to the DM but thought I would share to see if anyone would think it inappropriate or had any improvements to offer.
Level 1
You gain proficiency with heavy armour and martial weapons.
Also at level 1 You may breath underwater and you gain a swim speed equal to your movement speed. You gain darkvision to 30ft unless you already have darkvision. If you do, the radius of your darkvision is increased by 30 ft.
Level 2
Channel divinity
Draw on the depths: As a reaction, when a creature within 30ft of you would take damage, you may expend a use of your channel divinity to give that creature immunity to fire and radiant damage until the end of your next turn (I made it immunity rather than resistance like nature clerics dampen elements as it used up a limited resource and it is a much narrower range of damage it helps against)
Level 6
Grasping Touch
Whenever you hit an enemy with a melee weapon attack you may have that enemy make a strength saving throw (DC is 8+proficiency modifier + strength modifier) or become grappled. (yeah, more tentacle theme)
Level 8
Divine Strike
Bonus d8 cold damage rising to 2d8 at level 14
Level 17
Whenever you would deal cold damage you may add your wisdom modifier to the damage dealt. (somewhat unimaginative, but then i doubt the campaign will get this far)
Domain Spells
Level 1
Speak with animals, Armor of Agathys
Level 2
Hold Person, Darkness
Level 3
Hunger of Hadar, Water Breathing
Level 4
Evard's Black Tentacles (so I like tentacles), Polymorph (worried about this one a bit as it is a great spell not already on the cleric list - but light gets fireball, trickery also gets polymorph... I tell myself it's ok)
Level 5
Hold Monster, Maelstrom (from elemental evil)
I was going to pitch the following to the DM but thought I would share to see if anyone would think it inappropriate or had any improvements to offer.
Level 1
You gain proficiency with heavy armour and martial weapons.
Also at level 1 You may breath underwater and you gain a swim speed equal to your movement speed. You gain darkvision to 30ft unless you already have darkvision. If you do, the radius of your darkvision is increased by 30 ft.
Level 2
Channel divinity
Draw on the depths: As a reaction, when a creature within 30ft of you would take damage, you may expend a use of your channel divinity to give that creature immunity to fire and radiant damage until the end of your next turn (I made it immunity rather than resistance like nature clerics dampen elements as it used up a limited resource and it is a much narrower range of damage it helps against)
Level 6
Grasping Touch
Whenever you hit an enemy with a melee weapon attack you may have that enemy make a strength saving throw (DC is 8+proficiency modifier + strength modifier) or become grappled. (yeah, more tentacle theme)
Level 8
Divine Strike
Bonus d8 cold damage rising to 2d8 at level 14
Level 17
Whenever you would deal cold damage you may add your wisdom modifier to the damage dealt. (somewhat unimaginative, but then i doubt the campaign will get this far)
Domain Spells
Level 1
Speak with animals, Armor of Agathys
Level 2
Hold Person, Darkness
Level 3
Hunger of Hadar, Water Breathing
Level 4
Evard's Black Tentacles (so I like tentacles), Polymorph (worried about this one a bit as it is a great spell not already on the cleric list - but light gets fireball, trickery also gets polymorph... I tell myself it's ok)
Level 5
Hold Monster, Maelstrom (from elemental evil)