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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