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Deep Domain

Domain Spells

You gain domain spells at the cleric levels listed in the Deep Domain Spells table. See the Divine Domain class feature for how domain spells work.
Deep Domain Spells
Cleric Level Spells
1st create or destroy water, dissonant whispers
3rd darkness, alter self
5th hypnotic pattern, tidal wave
7th control water, evard’s black tentacles
9th commune with nature, maelstrom

Bonus Proficiencies

Starting at 1st level, you gain proficiency with martial weapons and with the Survival skill.

Abyss Walker

A 1st level, you’ve grown accustomed to the deep abyss of the seas, and have learned to harness that calm to aid yourself and your allies. When an ally is within 30 feet of you, you may use your reaction to grant them advantage on saving throws against the frightened effect.. You may use this feature a number of times equal to your Wisdom modifier (minimum of 1) before finishing a long rest.

Channel Divinity: Thalassophobia

At 2nd level, you can use your Channel Divinity to launch a psychic attack. As an action, you present your holy symbol, and exude the malice of your deity. Choose any number of creatures within 30 feet of you, they must make a Wisdom saving throw. On a failure, they take 1d6 + your cleric level psychic damage as their minds are filled churning tentacles and gaping toothy maws of the creatures of the Deep. For the next minute they are considered frightened and cannot move closer to you or to any body of water. The affected creatures can repeat the saving throw at the end of their subsequent turns, ending the effect on a success.

Channel Divinity: Good Tidings

At 6th level, you can use your Channel Divinity to allow yourself and your allies to survive the depths of the ocean. As an action you may grant either yourself or one other creature of your choice the ability to breathe underwater and a swim speed of 40 feet.

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with dark shadows from the Deep. 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 acid damage. When you reach 14th level, this amount of extra damage increases to 2d8.

Profound Darkness

Starting at 17th level, you become a veritable emissary of the Deep and its denizens and deities. You can see normally in non-magical and magical darkness, even if you do not possess darkvision. Additionally, you and any creature within 10 ft of you can breathe normally while submerged in water.

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