Cleric subclass
The gods of the Ocean domain embody the vast, untamed power of the seas -- source of all life and keeper of countless mysteries. These deities grant their clerics mastery over water in all its forms, from the rolling fogs that shroud coastal shores to the crushing depths of the abyss. Their priests serve as ambassadors between the worlds above and below the waves, wielding powers that allow them to navigate both realms with equal ease. Whether commanding the sea's elemental forces, communing with marine life, or guiding others safely through treacherous waters, these clerics channel the chaotic yet life-giving nature of the endless oceans.
Cleric Spell |
Spells |
1st | fog cloud, speak with animals |
3rd | locate animals or plants, misty step |
5th | gaseous form, water breathing |
7th | conjure minor elementals (excluding fire), black tentacles |
9th | awaken, conjure elemental (excluding fire) |
When you choose this domain at 1st level, you learn the chill touch cantrip. You also learn the Aquan language, gain proficiency in the Survival skill, and gain proficiency with tridents and nets.
Beginning at 2nd level, you can use your Channel Divinity to communicate telepathically with aquatic creatures within 100 feet of you. This ability lasts for 1 hour.
At 6th level, you gain a swimming speed of 30 feet and darkvision out to a range of 60 feet. If you already have darkvision, its range extends by 30 feet.
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 cold damage to the target. When you reach 14th level, the extra damage increases to 2d8.
At 17th level, you become able to breathe in water as easily as in air. You also gain the ability to transform your skin into fishlike scales at will. While covered in scales, you have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons, and you have advantage on Dexterity (Stealth) checks made in natural underwater environments. You must use an action to grow the scales or to transform back to your normal skin. The scales can be any color you choose. The scales need to be kept wet; you gain one level of exhaustion at the end of each hour when you have scales and they haven't been thoroughly wetted for that length of time.
Deep Magic. Kobold Press, 2020.
Trindle Spring Lutheran Church RPG Club | Mechanicsburg, PA