You invoke the power of salt and sea—the fountain of
life—in all its chaotic glory. You are an emissary between
sea and shore.
Ocean Domain Spells
Cleric Level | Spells |
1st |
Fog Cloud, Speak With Animals |
3rd |
Locate Animals or Plants, Misty Step |
5th |
Gaseous Form, Water Breathing |
7th |
Conjure Minor Elementals (Excluding Fire), Black Tentacles |
9th |
Awaken, Conjure Elemental (Excluding Fire) |
Envoy to the Waves
When you choose this domain at 1st level, you learn the
chill touch cantrip. You also learn the Aquan language, gain
proficiency in the Survival skill, and gain proficiency with
tridents and nets.
Channel Divinity: Sea Speaker
Beginning at 2nd level, you can use your Channel Divinity
to communicate telepathically with aquatic creatures
within 100 feet of you. This ability lasts for 1 hour.
At Home in the Waves
At 6th level, you gain a swimming speed of 30 feet and
darkvision out to a range of 60 feet. If you already have
darkvision, its range extends by 30 feet.
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.
Scales of the Sea
At 17th level, you become able to breathe in water as
easily as in air. You also gain the ability to transform
your skin into fishlike scales at will. While covered in
scales, you have resistance to bludgeoning, piercing, and
slashing damage from nonmagical weapons, and you have
advantage on Dexterity (Stealth) checks made in natural
underwater environments. You must use an action to
grow the scales or to transform back to your normal skin.
The scales can be any color you choose. The scales need to
be kept wet; you gain one level of exhaustion at the end
of each hour when you have scales, and they haven’t been
thoroughly wetted for that length of time.
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