The clerics of the ocean follow powerful gods of the oceans and waters. Umberlee, Habbakuk, Zeboim, Poseidon, or Sobek are a few examples of Ocean gods that these clerics would follow. They believe in the never ending oceans, the sublimity of tides and the beauty of the waters. These clerics feel most at home on a serene beach or a turbulent ship deck.
Domain Spells
Cleric Level | Spells |
1st | Create or Destroy Water, Cure Wounds |
2nd | Calm Emotions, Prayer of Healing |
3rd | Water Breathing, Wall of Water |
4th | Control Water, Watery Sphere (EE) |
5th | Mass Cure Wounds, Control Winds |
Blessing of the Tides Level: 1
Starting when you choose this domain at 1st level, you can use your action to touch a willing creature other than yourself to give it advantage on Strength (Athletics) checks. This blessing lasts for 1 hour or until you use this feature again.
Charm Aquatic Life Level: 2
Starting at 2nd level, you can use your Channel Divinity to charm aquatic and amphibious creatures.
As an action, you present your holy symbol and invoke the name of your deity. Each aquatic or amphibious creature that can see you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is charmed by you for 1 minute or until it takes damage. While it is charmed by you, it is friendly to you and other creatures you designate.
One with the Waves Level: 6
Beginning at 6th level, your defenses merge with the oceans to carry you through the tides. You gain a swim speed of 50 feet.
In addition to this, your connection with the waters extends to the animals found within the oceans. You gain the ability to cast the Animal Messenger spell targeting only aquatic or amphibious creatures.
Divine Strike Level: 8
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. When you reach 14th level, the extra damage increases to 2d8.
Channel Divinity: Ocean Surge Level: 17
Beginning at 17th level, you are able channel your deity and create a massive whirlpool of water.
As an action, you choose a point within 60 feet of you and cause swirling waters to envelope an area 15 feet in radius from the chosen point. Each hostile creature within the area must succeed a Strength saving throw, taking 3d8 bludgeoning damage and becoming knocked prone on a failed save. All friendly creatures within the area heal 3d8 hit points and if they are prone, they can choose to stand up and end the condition. Creatures with a swim speed automatically succeed on this saving throw.