

Cleric Domain
Sea Domain
The Sea Domain is for clerics devoted to oceanic powers, priests who feel the pull of the tides. Some Sea Domain clerics are helpful, using their powers to protect sailors and bless voyages. Others bring their deity's wrath, summoning mighty storms and crashing waves. Their powers assist with travel, weather, and controlling the winds and tides.
Sea Domain priests can follow any alignment. Some may aid sailors out of pure benevolence, while others demand tithes and penances, threatening destruction if their deity's demands go unfilled.
Sea Domain Features
| Cleric Level | Feature |
|---|---|
| 1st | Domain Spells, Wave Speaker, Ebb and Flow |
| 2nd | Channel Divinity: Swift Breeze |
| 6th | Sea Channeler |
| 8th | Divine Strike |
| 17th | Cresting Wave, Mighty Storm |
Sea Domain Spells
You gain domain spells at the cleric levels listed in the Sea Domain Spells table.
| Cleric Level | Spells |
|---|---|
| 1st | crashing waveK, gale boltK |
| 3rd | become waterK, gust of wind |
| 5th | call lightning, water wallSDS |
| 7th | control water, stormcloudSDS |
| 9th | shape windsSDS, pressure cutterK |
Spells marked with SDS were created as part of the Spells That Don't Suck project. Spells marked with K were created by KibblesTasty and used with permission.
Wave Speaker
At 1st level, you gain proficiency with tridents and nets, and with your choice of the Survival or Nature skills, or another skill of your choice if you are already proficient with both. After praying for 1 minute, you have advantage on your next ability check to gauge weather conditions.
Ebb and Flow
Also at 1st level, you learn to move in rhythm to the tides, shaping your movements to their pulse. After you use your action to cast a spell of 1st level or higher, your next attack with a weapon before the end of your next turn has advantage.
Channel Divinity: Swift Breeze
Starting at 2nd level, you can use your Channel Divinity to put the wind at your allies' backs. As an action, you can call a blessing of the wind onto a number of creatures within 60 feet equal to your Wisdom modifier. Each creature's movement speed is increased by 10 feet for 1 minute.
As a reaction after a creature with this blessing takes damage, you can create swirls of wind beneath their feet, granting it the ability to immediately fly 15 feet without provoking opportunity attacks.
Stormguide
At 6th level, you can expend a spell slot of any level to cast a modified version of control weather. When cast in this way, the spell lasts 1 hour per slot level, only affects a 100-foot radius around you, and can only shift conditions by one level on each table.
Sea Channeler
At 6th level, you are able to harness the full might of the sea with your magic. The first time a creature fails a saving throw against one of your cleric spells of 1st level or higher, you can trigger one of the following effects:
- Rushing Wave: The target is knocked prone.
- Roaring Wind: The target is pushed 10 feet in a direction of your choice.
Large and smaller creatures are automatically affected. Huge and Gargantuan creatures can make a Strength saving throw against your spell save DC to ignore these effects.
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with the sea's fury. 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 bludgeoning damage. When you reach 14th level, the extra damage increases to 2d8. The attack counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Cresting Wave
At 17th level, you learn the great waveSDS spell, which counts as a domain spell for you. When you cast it, you can choose any number of creatures you can see within 120 feet, granting them immunity to its damage.
Mighty Storm
Also at 17th level, your Sea Channeler ability gains an additional option, and you can select two options every time it activates.
- Thunderbolt: The target takes 2d8 lightning damage, and creatures within 5 feet take half as much.
Sea Domain quirks
The following are some optional quirks for a player of this Domain to choose from.
| d6 | Quirk |
|---|---|
| 1 | Your hair is perpetually damp, and you always smell of seawater. |
| 2 | You find a seashell under your bedroll every morning. |
| 3 | Your standard farewell is "Fair winds to you!" |
| 4 | You believe pearls bring good luck, and are never without one. |
| 5 | You hate swimming. |
| 6 | You find the ozone smell of an oncoming storm intoxicating. |
Appendix 1: Spells
Become Water
2nd-level transmutation
- Classes: Druid, Sorcerer, Warlock, Wizard
- Casting Time: 1 bonus action
- Range: Self
- Components: V, S
- Duration: 1 round
You become a burst of elemental water. Until the start of your next turn, you gain the following benefits:
- You are resistant to bludgeoning, piercing, and slashing damage from nonmagical attacks.
- You can move through the space of other creatures and ignore difficult terrain; the first time you move through a Large or smaller creature on a turn, it must pass a Strength saving throw or be knocked prone.
Crashing Wave
1st-level evocation
- Classes: Druid, Sorcerer, Wizard
- Casting Time: 1 action
- Range: Self (20-foot cone)
- Components: V, S
- Duration: Instantaneous
A wave of water sweeps out from you. Each creature in a 15-foot cone must make a Strength saving throw. On a failed save, a creature takes 2d6 bludgeoning damage and is knocked 10 feet away from you. If a creature is knocked into a wall, another creature, or fails by 5 or more, it is additionally knocked prone. On a successful save, the creature takes half as much damage and is not knocked back. If there is a source of water of at least 5 cubic feet within 5 feet of you when you cast the spell, you can displace that water, increasing the range of the spell to a 25 foot cone.
At Higher Levels. When you cast this spell using a spell lot of 2nd level or higher, the damage increases by 1d6 for each level above 1st.
Gale Bolt
1st-level evocation
- Classes: Druid, Ranger, Sorcerer, Wizard
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S
- Duration: Instantaneous
A blast of concentrated wind streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 bludgeoning damage and if it is Large or smaller is knocked 10 feet away from you.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each level above 1st.
Pressure Cutter
5th-level conjuration
- Classes: Sorcerer, Wizard
- Casting Time: 1 action
- Range: Self (60-foot line)
- Components: V, S
- Duration: Instantaneous
You unleash a blast of highly pressurized water in a 60-footlong 15-foot-wide line, slashing through everything in its path. Each creature in the line must make a Dexterity saving throw, taking 10d6 slashing damage on a failure. On a successful save, a creature takes half as much damage.
At Higher Levels. When you cast this spell using a spell lot of 6th level or higher, the damage increases by 1d6 for each level above 5th.
Shape Winds
5th-level transmutation
- Classes: Druid, Sorcerer, Wizard
- Casting Time: 1 action
- Range: 100 feet
- Components: V, S
- Duration: Concentration, up to 1 hour
- Replaces: Control Winds
You seize control of the air in a cube up to 300 feet on a side you can see within range, bending it to your will. Choose one of the following effects. The effect persists until the spell ends, or until you use your action to pause it or change it to a different effect. You can resume a paused effect as an action.
Gale. A steady wind blows in a horizontal direction of your choice. Creatures moving against the wind must spend 3 feet of movement for each foot, and ranged attacks made against the wind are impossible. Creatures moving with the wind cover an additional foot for each foot of movement spent. When a creature or projectile moves within the area, you can use your reaction to change the wind's direction. As a bonus action, you can create a gust, forcing all creatures within the area to make a Strength saving throw or be pushed 30 feet in the wind's direction.
Turbulence. You whip the wind into a chaotic vortex. Ranged attacks passing through the the wind are made at disadvantage. Creatures that fly into the wind's area, start their turn flying there, or start flying there have their fly speed reduced by half, and must succeed on a Strength saving throw or be knocked prone.
Thermal Column. You direct the wind to blow upwards. All creatures suffering fall damage within the wind can reduce that damage by 5 x your spellcasting modifier. When a creature within the wind makes a vertical jump, their jump height is tripled.
Stormcloud
4th-level evocation
- Classes: Sorcerer, Wizard
- Casting Time: 1 action
- Range: 150 feet
- Components: V, S
- Duration: Concentration, up to 1 minute
- Replaces: Storm Sphere
A 20-foot-radius sphere charged with crackling lightning and rumbling shockwaves appears centered on a point you choose within range. The sphere remains for the spell's duration; at the beginning of each of your turns, you can move the sphere up to 10 feet in a direction of your choice. The sphere spreads around corners, and its area is lightly obscured and difficult terrain. Creatures inside the sphere are deafened, and creatures within 30 feet of the sphere have disadvantage on Wisdom (Perception) checks made to listen.
Until the spell ends, you can use a bonus action on each of your turns to direct a lightning strike from the sphere's center at one creature you choose within 60 feet of the center. Make a ranged spell attack. You have advantage on the attack roll if the target is in the sphere. On a hit, the target takes 4d8 lightning damage.
After this lightning strike, each creature in the sphere must make a Constitution saving throw. A creature takes 4d8 thunder damage on a failure, or half as much damage on a success.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage for each of its effects increases by 1d8 for each slot level above 4th.
Water Wall
3rd-level conjuration
- Classes: Druid, Sorcerer, Wizard
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (a drop of water)
- Duration: Concentration, up to 10 minutes
- Replaces: Wall of Water
You summon a wall of swirling water at a point you can see on the ground within range. The wall can be up to 30 feet long, 10 feet high, and 5 feet thick, or a ring up to 15 feet in diameter, 20 feet high, and 5 feet thick. Moving within the wall costs 3 feet of movement for each foot. The wall's water disappears when the spell ends.
Creatures entering the wall must make a Strength saving throw, suffering 2d6 bludgeoning damage on a failure or half as much on a success. Ranged attacks passing through the wall have disadvantage and deal half damage. Fire effects passing through are instantly extinguished. Cold effects passing through apply to any creature within 5 feet of the point they touch the wall. Lightning effects apply half their damage to any creature in contact with the wall when they pass through.
Change Log
v1.1
- Buffed Swift Breeze reaction move to 15 feet
v1.0.1
- Added Stormguide to features table
v1.0
- Updated art
v0.4
- Added Shape Winds
v0.3
- Updated license, removed MtG art
v0.2
- Tweaked spell list, added spells appendix
- Added quirks
v0.1
- Rough Draft
Credits & References:
- Sea Domain created by somanyrobots Discord | Patreon
Spells
- Shape Winds, Stormcloud, Water Wall by Omega Ankh & somanyrobots
- Become Water, Crashing Wave, Gale Bolt, Pressure Cutter by KibblesTasty
Art
Triton Sea Cleric, by Alifka Hammam Nugroho
Background Image Stains
License
© 2024 somanyrobots, CC BY-NC 4.0
5E SRD Content
This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC, available here.
The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available here.