Cleric
Ocean Domain
Clerics of the Ocean domain sway and pitch with the force and power of the tides themselves. They embody the rough, roiling temperament of the sea itself: striking with all the ferocity of a whirlpool, and healing all the tenderness of a gentle reef. Clerics of this domain are as slippery as a moray, and equally deadly.
Deities who grant this domain include Istishia, Lir, Neptune, Oceanus, Poseidon, Sekolah, Sobek, Tethys, Ulutiu, Umberlee, and Valkur.
Domain Spells
You gain domain spells at the cleric levels listed in the Ocean Domain Spells table. See the Divine Domain class feature for how domain spells work.
Ocean Domain Spells
Cleric Level | Spell |
---|---|
1st | create or destroy water, fog cloud |
3rd | misty step, lesser restoration |
5th | water breathing, tidal wave (XGtE) |
7th | control water, freedom of movement |
9th | hold monster, cone of cold |
Ebb and Flow
When you choose this domain at 1st level, your spells receive one alternating benefit, constantly swapping between High Tide and Low Tide as you cast spells. When you gain this feature, and whenever you finish a long rest, you return to High Tide.
High Tide. When you cast a cleric spell of 1st level or higher that damages one or more creatures, you can choose one damaged creature that is Large or smaller. The target is pushed up to 10 feet away from you, and this feature is replaced with Low Tide.
Low Tide. When you cast a cleric spell of 1st level or higher that restores hit points to one or more creatures, you can choose one such target that is Large or smaller. The target is pulled up to 10 feet towards you, and this feature is replaced with High Tide.
Riptide
Starting at 2nd level, you can use your channel divinity to turn the tide of combat. As an action, you can choose a creature within 90 feet of you. A gush of healing water descends onto the target, and then splashes outwards. The target regains 1d4 hit points for each level you have in this class. Additionally, each creature within 5 feet of the target must succeed on a Dexterity saving throw against your Spell Save DC, taking bludgeoning damage equal to the healing roll's result on a failed save, or half as much on a success.
You can use your Ebb and Flow feature on this Channel Divinity, as if it were a spell of 1st level or higher.
Guide of the Oceans
Beginning at 6th level, you ignore all difficult terrain caused by water, and you gain a swimming speed equal to your walking speed.
Additionally, you can talk to sea creatures. Beasts with an innate swimming speed can understand your speech, and you gain the ability to decipher the noises and motions of such beasts. Most beasts lack the intelligence to convey or understand sophisticated concepts, but a friendly beast could relay what it has seen or heard in the recent past.
Potent Cantrip
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Grasp of the Depths
Beginning at 17th level, you use the crushing force of the waves to leave your foes gasping for air.
Incapacitated, hostile creatures within 60 feet of you have disadvantage on Strength, Dexterity, and Constitution saving throws. Additionally, you can force such targets to hold their breath if you wish.