Ocean Domain

## **Ocean Domain**

Standing upon the shore and staring into an endless expanse
of water for the first time can be a religious experience for
some, and certainly is for those who are called to service by a
god of the sea. Serving gods like Lir, Ahti, Poseidon,
Oceanus, Sedna, Susanoo, Nammu, Ran, Njord, Neptune,
Salacia, Umberlee, Habbakuk, Zeboim, Deep Sashelas, and
Erado, these clerics pursue a wide variety of goals; from
calming the waves so that fishermen may survive to
summoning terrible monsters from the deep.

**Ocean Domain Spells**
Cleric level Spells
1st arms of Hadar, ice knife
3rd gust of wind, mirror image
5th tidal wave, water breathing
7th Evard's black tentacles, watery sphere
9th maelstrom, scrying

**Bonus Cantrips**
When you choose this domain at 1st level, you learn the
shape water and the ray of frost cantrips if you do not already
know them, and they count as cleric cantrips for you.

**Waves on the Shore**
At 1st level, your god's power comes to you from the tidal
pools and shallows, and from the chitinous creatures that
dwell there. You gain a swim speed equal to your walking
speed. When you are not wearing armor or a shield, you can
choose to have your AC equal 13 + your Constitution
modifier, as transparent chitin plates form over your skin to
protect you. While these plates are present, you can cast
spells, act, and breathe normally while underwater. If you
already have a swim speed from your racial features, your
walking speed increases to 30 feet, if it were lower previously,
and you are immune to any negative effects from being on the
surface that you would suffer due to your race.

 **Channel Divinity: Deep Embrace**
At 2nd level, you can present your holy symbol and use your
Channel Divinity feature as an action to summon a sphere of
water around yourself or a willing ally. The sphere is Large
and moves with the target as they swim within it, allowing the
creature to hover in the air if they ascend. Ranged attacks
against targets inside suffer disadvantage, and they gain
resistance to fire and cold damage while within the sphere.
The sphere can immerse other targets of Medium size or
smaller when it enters their space. Creatures within the
sphere are subject to the Underwater Combat rules. This
sphere lasts for one minute or until the target of the sphere
uses a bonus action to dismiss it.

**Blood in the Water**
At 6th level, your god grants you the fearsome curse of the
deadly predators of the seas. Whenever you suffer damage,
you can use your reaction to mark one creature you can see
with a black, bleeding splotch upon their skin.
While you can see the target, you can use an action to call a
spiritual swarm of undersea predators to attack them and
those around them.
The target must make a Wisdom saving throw. If they fail,
the predators strike them and all other hostile creatures
within 15 feet of them, inflicting 3d10 psychic damage. If they
succeed, the splotch fades and the effect ends.
While a creature is marked, you are aware of its exact
location if you are within 120 feet of it. You can only mark
one creature at a time using this feature. Marking a new
creature erases any previous mark.

**Potent Spellcasting**
Starting at 8th level, you can add your Wisdom modifier to
the damage you deal with any cleric cantrip.

 **Call of the Sea**
At 17th level, your summons to the ocean is as strong as it's
call to your heart. The spell tsunami is treated as an Ocean
Domain Spell for you. Additionally, you can cast wall of water
at will without expending a spell slot, and control water once
per short or long rest without expending a spell slot. Finally,
you gain resistance to cold damage and immunity to
exhaustion from