mcumoric
2020-11-21, 01:44 PM
Ocean domain
Ocean domain clerics are clerics who worship the gods of the seas. They often wear jewelry made of shells or pearls.
Expanded spell list
You gain the following spells at their respective levels:
Cleric level - Spells
1st - Fog cloud, Create/destroy water
3rd - Darkness, Summon beast (Tasha’s cauldron of everything, Water only)
5th - Tidal wave (XGE), Call lightning
7th - Storm sphere (XGE), Summon elemental (Tasha’s cauldron of everything, Water only)
9th level - Maelstrom (XGE), Conjure elemental (Water only)
Ocean adept
Starting at the 1st level, you gain a swimming speed of 40 feet and you can gain the ability to breathe underwater. In addition you learn the speak with animals spell but can only cast it on beasts with an innate swimming speed.
Ocean’s guard
Starting at the 1st level, you gain proficiency in tridents as well as hand and heavy crossbows. You also gain proficiency in shields and learn the aquan language.
Channel divinity: Beast from the abyss
Starting at the 2nd level, you can use an action to conjure 2 barbed tentacles from a powerful squid on 2 unoccupied spaces within 60 feet of yourself. On your turn you can use a bonus action to command both barbed tentacles to lash at creatures within 15 feet of each tentacle. Make a melee spell attack against the targets of your barbed tentacles. On a hit each target takes 1d8 + your wisdom modifier piercing damage and is grappled by the tentacles moving to a space within 5 feet of the tentacles. The escape dc is equal to your spellcasting saving throw. These tentacles disappear after 1 minute.
Ocean’s blessing
Starting at the 6th level, when you restore hp to a creature with a spell, they gain the next attack they make deals an additional 1d8 lightning damage.
Starting at the 14th level, the extra lightning damage deals an additional 1d8 damage (for 2d8 damage).
Reel them in
Starting at the 8th level, when you hit a creature with a weapon attack, or you cast a spell of 1st level or higher on them, you may use a bonus action to pull the creature 20 feet towards you. If the target is unwilling they must make a strength saving throw against your spell save dc to not be pulled.
Oceanic divide
Starting at the 17th level, as an action you can turn the ground beneath you temporarily to water. Every piece of land and terrain based plantlife in a 100 foot sphere centered on you turns to saltwater for 1 hour or until you dispel it. After the duration all land returns to normal as it was, just before it changed to water.
Ocean domain clerics are clerics who worship the gods of the seas. They often wear jewelry made of shells or pearls.
Expanded spell list
You gain the following spells at their respective levels:
Cleric level - Spells
1st - Fog cloud, Create/destroy water
3rd - Darkness, Summon beast (Tasha’s cauldron of everything, Water only)
5th - Tidal wave (XGE), Call lightning
7th - Storm sphere (XGE), Summon elemental (Tasha’s cauldron of everything, Water only)
9th level - Maelstrom (XGE), Conjure elemental (Water only)
Ocean adept
Starting at the 1st level, you gain a swimming speed of 40 feet and you can gain the ability to breathe underwater. In addition you learn the speak with animals spell but can only cast it on beasts with an innate swimming speed.
Ocean’s guard
Starting at the 1st level, you gain proficiency in tridents as well as hand and heavy crossbows. You also gain proficiency in shields and learn the aquan language.
Channel divinity: Beast from the abyss
Starting at the 2nd level, you can use an action to conjure 2 barbed tentacles from a powerful squid on 2 unoccupied spaces within 60 feet of yourself. On your turn you can use a bonus action to command both barbed tentacles to lash at creatures within 15 feet of each tentacle. Make a melee spell attack against the targets of your barbed tentacles. On a hit each target takes 1d8 + your wisdom modifier piercing damage and is grappled by the tentacles moving to a space within 5 feet of the tentacles. The escape dc is equal to your spellcasting saving throw. These tentacles disappear after 1 minute.
Ocean’s blessing
Starting at the 6th level, when you restore hp to a creature with a spell, they gain the next attack they make deals an additional 1d8 lightning damage.
Starting at the 14th level, the extra lightning damage deals an additional 1d8 damage (for 2d8 damage).
Reel them in
Starting at the 8th level, when you hit a creature with a weapon attack, or you cast a spell of 1st level or higher on them, you may use a bonus action to pull the creature 20 feet towards you. If the target is unwilling they must make a strength saving throw against your spell save dc to not be pulled.
Oceanic divide
Starting at the 17th level, as an action you can turn the ground beneath you temporarily to water. Every piece of land and terrain based plantlife in a 100 foot sphere centered on you turns to saltwater for 1 hour or until you dispel it. After the duration all land returns to normal as it was, just before it changed to water.