Divine Domain
Tide Domain
The gods of the tide watch over those who sail the seas, swim in the lakes, and fish in the rivers. However, there's always two sides of a sand dollar. The first is like I mentioned, helpful, kind, supportive, moving the tide to help their allies. The second however, is a nasty tsunami, a terrible storm, destroying there enemies in a wave of water. Deities such as Poseidon, Umberlee, Xerbo, and Nephthys are all good choices for a cleric who wants to be of the Tide Domain.
Tide Domain Spells
| Cleric Level | Spells |
|---|---|
| 1st | create or destroy water, armor of agathys |
| 3rd | misty step, warding wind |
| 5th | tidal wave, wall of water |
| 7th | control water, watery sphere |
| 9th | cone of cold, maelstrom |
Bonus Proficiencies and Cantrip
When you choose this domain at 1st level you gain proficiency in martial weapons. In addition, you learn the shape water cantrip as a cleric cantrip.
Oceanic Figure
Also at 1st level, your body has been modified by your deity. You gain a swim speed equal to your walking speed. If you already have a swim speed, it is increased by 10 feet.
Tidal Slam
Lastly at 1st level, you can cause your enemies to be slammed down by waves. When you hit a creature with a melee attack, you can force them to make a Strength saving throw against your spell save DC or be knocked prone.
You can use this ability a number of times equal to your Wisdom modifier, and regain all expended uses after a long rest.
Channel Divinity: Grasp of the Sea
Starting at 2nd level, you can use your Channel Divinity to conjure a fist of water to attack your enemies.
As an action, you present your holy symbol and cause water particles to coalesce to a point within 30 feet of you into a fist of water for 1 minute. The fist takes up space as if it were a medium creature and has a reach of 5 feet. By expending some of your own movement, you can move the fist a number of feet equal to the amount you spent. Also as a bonus action on your turn, you can make a melee spell attack through the fist. On a hit, the creature is grappled, and can try to escape on it's turns as usual, against your cleric spell save DC. If a creature is grappled by the fist, it is also considered restrained.
When you reach 8th level, if a creature is grappled by the fist, you can use your bonus action to deal damage equal to your Divine Strike damage, which uses up your Divine Strike for that turn.
Channel Divinity: Aura of the Waves
At 6th level, you can use your Channel Divinity to create an aura of churning waves.
As a bonus action, you present your holy symbol and waves start to flow around you to a 30-foot radius for 1 minute. This area is considered difficult terrain for creatures without a swim speed. Whenever you use your Tidal Slam on a creature within the aura, up to two other creatures within 5 feet of the target are also affected by Tidal Slam. In addition, creatures of your choice within the aura gain the effects of your Oceanic Figure feature.
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 cold damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Empowered Grasp
At 17th level, your Grasp of the Sea becomes more powerful. Whenever you use your Channel Divinity to use your Grasp of the Sea, you can create two fists instead of one. In addition, the fists is takes up space as if it were large, and it's reach increases to 10 feet.
Credits
Created by: u/Dragoborn93
Art: Male Fisher by Phoenixlu
















