Divine Calling: Sea (WC5e)

by Zekerath

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Sea

Many creatures worship sea deities, or find spirituality in water itself. Among these priests are those from aquatic races such as murlocs, some of which worship Neptulon, or jinyu waterspeakers, but prominently also Kul Tiran tidesages. Most people on Kul Tiras look to the seas for guidance the same way others look to the Light, but the tidesages have a much deeper connection with the water, and worship mysterious being called the Tidemother.

Sea Calling Spells
Priest Level Spells
1st create and destroy water, fog cloud
3rd gust of wind, misty step
5th tidal wave, water breathing
7th control water, watery sphere
9th cone of cold, maelstrom

Seaworthy

You are attuned to the watery realm, and as such it does not hinder you. You can see normally in mist, both magical and nonmagical, and fog, both magical and nonmagical, only counts as lightly obscured to you.

Additionally, you learn the flurry cantrip, which counts as priest cantrip to you, but does not count against your number of priest cantrips known.

Tidecalling

When you choose this calling at 1st level, you learn the secret of infusing your spells with a watery curse which envelops and buffets your foes. As a bonus action, you can curse a creature within 100 feet of you that you can see until the end of your next turn or until you curse a different creature with this feature. You can also curse a creature at any distance without using a bonus action when you forcibly move them or knock them prone, with the same duration and condition.

Tidal Surge from the Hearthstone

Once per turn when you cast a priest spell, you can trigger the curse if that spell meets one of the conditions below. Doing so subjects the target to the appropriate additional effect, and then the curse ends (you choose the effect to use if more than one condition applies):

  • Dealt Bludgeoning or Cold Damage. The affected target either takes additional damage equal to your Charisma modifier of the triggering damage’s type, or the target’s speed is reduced by 15 feet until the end of your next turn. If the spell already reduces the target’s speed, use whichever reduction is greater.
  • Forcibly Moved or Attempted to Knock Prone. The affected target is either knocked prone if it fails a Dexterity saving throw against your priest spell save DC, or it is moved 15 feet in the direction of the spell or its previous forced movement. (A creature that succeeded on a save to be knocked prone can be subject to this effect and knocked prone regardless.)

Watery Defense

At 6th level, you gain resistance to fire damage.

You also gain the ability to defend yourself by momentarily assuming a watery form. As a reaction when you are hit by an attack and take bludgeoning, piercing, or slashing damage from it, you can reduce that damage by an amount equal to your priest level plus your Charisma score, and then you can move up to 30 feet without provoking opportunity attacks. Once you use this special reaction, you can’t use it again until you finish a short or long rest.

Cloudburst Totem

Starting at 14th level, you learn to channel water's healing powers through a special totem. As an action, you can spend 4 faith points to summon a Small totem in an empty space on a horizontal surface within 30 feet of you. The totem is a magical object that occupies its space. It has an AC of 15 and a number of hit points equal to twice your priest level. It is immune to poison damage, psychic damage, and all conditions. If it is forced to make an ability check or a saving throw, treat all its ability scores as 10 (+0). The totem disappears if it is reduced to 0 hit points or after 1 minute.

The totem creates a thick cloud of fog that surrounds it and heavily obscures the area for 20 feet in all directions. All creatures within 5 feet of the totem instead treat this fog as lightly obscured. If you cast a spell using a spell slot that restores hit points to any creature inside or outside the fog, each creature of your choice in the fog also regains hit points equal to your priest level.

One with the Waves

Starting at 18th level, your being is altered by the power of the sea. You gain the following benefits:

  • You no longer need to eat, drink, or breathe.
  • A critical hit against you becomes a normal hit.
  • You have resistance to bludgeoning, piercing, and slashing damage.
  • Your curse from Tidecalling feature no longer ends if you curse other creatures, and you can trigger more than one curse in a turn. Each curse lasts until triggered or until the end of your next turn as normal, and you can choose whether or in which way to trigger the curse for each creature separately.
 

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