Wednesday, April 20, 2016

Cleric: Sea Domain

Sea Domain

While the tempest domain represents the power of the thundering Stormcaller and Lord of the Sky, the sea domain embodies the might of the crashing, whirling sea. Sailors and merchants often find themselves in the hands of the Sealord - deities such as Posidon, Ă†gir, and Ler - whose gentle embrace can guide them safely to port and whose fits of anger can send them topping overboard into unknown depths.

Sea Domain Spells

Cleric Level
Fog cloud, speak with animals
Gust of wind, misty step
Tidal wave*, water breathing
Control water, dominate beast
Conjure sea monsters**, maelstrom*
* From the Elemental Evil Player's Companion.
** See New Spells below for more information.

Blessings of the Sea
You also gain proficiency with tridents and nets, with vehicles (water), and in one of the following skills of your choice: Athletics, Nature, or Perception.

Waters of Strength
When an ally you can see makes a Strength check or Strength saving throw, you can use your reaction to grant your ally advantage on that roll.

You can use this feature a number of times equal to your Wisdom modifier (minimum once). You regain all expended uses when you finish a long rest.

Channel Divinity: Lord of the Sea
At 2nd level you may use your Channel Divinity to charm aquatic creatures within 30 feet of you.

As an action, you present your holy symbol and invoke the name of your deity. Each creature must make a Charisma saving throw. Any creature that fails the save is charmed by you for 1 hour or until it takes damage. This applies to all fresh and salt water creatures, as well as to marine birds and marine mammals (including transitional mammals such as hippos and otters). Plant creatures composed of seaweed or swamp foliage and intelligent creatures, such as merfolk, may also be targeted by this ability, though they have advantage on the saving throw and may repeat the save every 10 minutes until the power expires. Unlike other charm abilities, this ability also affects swarms. While the creatures are charmed, they are friendly to you and to any other creatures you designate.

Channel Divinity: Sea Blessing
At 6th level, you may use your Channel Divinity to grant yourself and all allies within 30 feet the sea's blessing. Any creature may expend its blessing to gain advantage on one of the following checks: saves against spells and abilities that deal lightning or thunder damage, Strength (Athletics) checks, Wisdom (Perception) checks, or Wisdom (Nature) checks. Sea's blessing lasts one hour or until expended.

Those targeted may choose which roll to gain advantage on and need not remain within 30 feet of you to retain this bonus. A character may only have one sea blessing at a time. If the cleric uses this ability again, any blessings still active end immediately. 

Divine Strike
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 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8.

Sea Lord
At 17th level, when using the Sea Blessing channel divinity power, targets may gain advantage on three checks or saves before it is expended and the blessing lasts 12 hours instead of 1. In addition, undersea plants and intelligent marine creatures, such as merfolk, no longer have Advantage on saves against your Lord of the Sea channel divinity ability.

New Spells

Summon Sea Monsters
5th-level Conjuration

Casting Time: 1 action
Range: 90 feet
Components: V, S
Duration: Concentration, up to 1 hour

You summon water spirits that take the form of sea monsters and appear in an unoccupied space within a body of water. The form must be of a beast, monstrosity, or aberration with a swim speed. Choose one of the following options:

• One sea monster of challenge rating 3 or lower
• Two sea monsters of challenge rating 2 or lower
• Four sea monsters of challenge rating 1 or lower
• Eight sea monsters of challenge rating 1/2 or lower

Each creature disappears when it drops to 0 hit points or when the spell ends.

The summoned creatures are friendly to you, but not to your companions, and will obey your commands (which requires no action taken by you). If you don’t issue any commands, they will defend themselves from hostile creatures or else act according to the creature’s normal behavior, as determined by the DM. Roll initiative for the summoned creatures.

At Higher Levels. When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above and more creatures appear: twice as many with a 7th-level slot or three times as many with a 9th-level slot.

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