Great Spirit of the Sea

***Great Spirits of the Sea are slow to change but firm in doing so. They are often distant and uninterested in the endeavors of mortals. From rocky coasts to vibrant coral to bottomless depths, that is the domain of the Spirits of the Sea.***

## Additional Features

As a Shaman who communes with the Great Spirit of the Sea you gain access to the following Spiritual Attunements and Totems:

### Totem of the Drowned

The bearer of this Totem cannot breathe underwater but also cannot drown. (A shark tooth)

### Totem of Favorable Wind

The bearer of this Totem will always have the breeze at their back while sailing. (An albatross feather)

### Spirit of the Shark

Shark spirits are elusive, ruthless, and ever hungry. While attuned to this spirit you gain the following abilities:

* You can breathe underwater and have a swim speed equal to your walking speed +10.
* You may use an action to make a spectral bite attack against a creature within 60 feet of you. Make a melee spell attack, dealing 2d10 magical piercing damage on a hit.
* Whenever you reduce a creature to 0 hp, you may use a reaction to enter a frenzy, making an additional attack against another creature within 15 feet of you.
* **Avatar:** While you are in Avatar state you gain the abilities, senses, and physical ability scores of a Hunter Shark (although you retain the ability to breathe air). You gain a Hunter Shark's hit points in temporary hit points when you are first possessed. If those hit points are reduced entirely, you stop being possessed and cannot use any abilities granted by this attunement until you complete a short or long rest.

## Subclass Features

As a Shaman who communes with the Great Spirit of Sea you gain access to the following subclass features:

### Channel the Sea

Beginning at level 5, you can use your action to change the direction of flow, shape, or state of matter of up to a 15 foot cube of water you can see. When you do so, creatures in that flow or in that ice may make a strength save to move against the current at half speed or to break out of the ice. The area of effect limit increase to 20x20x20 at level 10 and 30x30x30 at level 15. Additionally, you can walk on water, have a swim speed equal to your walking speed, and can breathe underwater.

### Call the Sea

Beginning at level 10, you can call the Sea Spirit to raise the level of water you can see, regardless of if that water is fresh water or salt water. If it was fresh, it becomes salty. While you concentrate (as long as there is a way to contain the water) the water level of the body you chose raises by 5 feet every turn at the start of your turn. When you lose concentration, the level reduces by the same amount every turn until it is gone.

### Claim for the Deep

At level 15, you can start a ritual as an action. The ritual lasts for one hour and must target a chunk of coastal land that is no greater than 1 mile in any dimension, that you are currently standing on. You must use your action to maintain this ritual. During the ritual, the ground you have targeted begins to shake and sink, experiencing violent earthquakes and eventually flooding. If this ritual is allowed to continue for the full hour, the targeted land sinks below the waves to a depth of 100 feet and you take 2 levels of exhaustion.