Cleric Domain: Nagakabouros

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Cleric Domain: Deep Sea (Ver. 1)

Deep Sea Domain Spells

Cleric Level Spell
1st Fog Cloud, Heroism
3rd Misty Step, Enthrall
5th Wall Of Water, Water Breathing
7th Staggering Smite, Watery Sphere
9th Circle of Power, Maelstrom

Bonus Proficiencies

At 1st level, you gain proficiency with martial weapons and heavy armor.


Learning The Sea

Also at 1st level, a Deep Sea God has blessed you with the knowledge of the sea, you can cast the Control Water cantrip.


Blessing Of An Elder God

Finally at 1st level, as an action, you can call upon Deep Sea for help, and can summon a spirit tentacle in an unoccupied space with 10 ft of you. When you hit a creature with an attack, as a bonus action, a tentacle within 10 ft can also attempt to hit the creature, you can make a melee spell attack against that creature. The tentacles deals 1d4 Psychic damage.

At higher levels, the damage die increases to 1d6 (6th level), 2d4 (11th level), 2d6 (17th level).

You may summon a number of tentacles equal to your Wisdom Modifier (minimum of 1), you regain all charges after a long rest.


Channel Divinity: Test Of Spirit

At 2nd level, you can use your Channel Divinity to test the spirit of a creature.

As an action, you can raise your holy symbol and target a creature that you can see within 30 ft. A spirit tentacle forms from your holy symbol and pulls the soul of the creature to within 5 ft of you. The soul of the creature shares the same Hit Points and stats as the creature, and creatures can target the soul.

When you land an attack on the soul, the attack deals Force damage instead of its usual damage type, to both the soul and the creature whose soul it is. If both, the creature and the soul, are targeted in an AoE attack, the damage can only affect the soul or the creature.

At the end of the creature's turn, it can keep attempting to make a Wisdom Saving Throw to bring its soul back, otherwise it returns after one minute passes.

Creatures killed this way lose their soul and cannot be brought back by any means other than a Wish spell.

Souls are vunerable to attacks made with your tentacles.

This feature does not work against constructs or undead.


Tentacle Smash

At 6th level, you can summon a tentacle from your holy symbol and slam it onto creatures in a line.

As an action, you can force creatures in a 5 ft by 15 ft line to make a Dexterity Saving Throw. On a failure, they take damage equal to your Blessing Of The Elder God feature and are stunned until the beginning of your next turn. On a success, they take half damage and have their movement speed reduced by half instead.

You can do this twice before needing a short rest.


Harsh Lesson

At 8th level, you may use your reaction to use a tentacle to make an Attack of Opportunity, when a creature leaves its attack range. If you hit a creature, it's movement speed is reduced to 0, until the beginning of its next turn.


Leap Of Faith

At 17th level, you can call for a true test against those that stand against you.

As an action, you can slam your holy symbol to the ground and summon a number of tentacles equal to your Wisdom Modifier (minimum of 1) at any point of your choice, within 30 ft of you. Each tentacle can make an attack against a creature of your choice with 10 ft of it.

This does not go against the number of tentacles you can summon in your Blessing Of An Elder God feature.

 

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