Coastal Domain (5e Subclass)

Coastal Domain

Cleric Subclass

There are many ways to worship deities of nature. For clerics of the coast, the true show-off of divine powers comes forth at the coast, where the force of the sun and the moon and of air, land, and water come together in a never-ending choreography. Clerics of the Coast believe in the simultaneously creative and destructive abilities of these forces, that protect and provide livelihoods to those that follow its rhythm and erode, destroy and wash away those who disturb it.

Coast Domain Spells
Cleric LevelSpellSpell
1stWild CunningFog Cloud
3rdGust of WindDust Devil
5thTidal WaveWind Wall
7thWatery SphereSummon Elemental
9thDestrutive WaveWatery Sphere
Coast Dweller

At 1st level, you become proficient in Water Vehicles, Nets, Javelins, Spears, and Tridents. In addition, you can add your proficiency bonus to ability checks involving fishing equipment, aquatic plants and aquatic animals.

Sea Wind

At 1st level, you can cause your enemies to be slammed down by a strong gale. Once per turn, when you hit a large or smaller creature with a weapon attack, you can force them to make a Strength saving throw against your spell save DC or be knocked prone.

Channel Divinity: Like Rock in the Surf

At 2nd level, as an action, you can use your Channel Divinity to withstand the crushing waves of enemies. Choose a number of creatures equal to your proficiency bonus that are within 15 feet of you. For 1 minute, at the start of each of your turns, these Creatures can gain 1d6 temporary hit points.

Flood and Drain

At 6th level, you learn to channel the rhythm of ebb and flow. When you cast a spell that causes damage to a creature, you can decide between the following two options.

  • Flood: You drown your enemies in an ongoing wave of damage. When you use this feat, you as a bonus action, you can make a weapon attack against a creature damage by the spell you used.
  • Drain: You can drain the life force out of your enemies. Select a creature you can see within 30 feet of you, including you. This creature regains hit points equal to the damage you've dealt to a creature by the spell you used.

You can use this feat once and can't use it again until you finish a short or long rest.

Spring Tide

At 8th level, you can infuse your weapon strikes with the astral forces that control the tides. When you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 magical bludgeoning damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Coastal Storm

At 17th level, you learn to mingle the forces of air, land, and water into storm fronts. As an action, you can summon a storm within a 30 feet sphere centered on you.

  • Ranged weapon attacks against you and any creature within the storm are made with disadvantage.
  • You and every creature within 30 feet of you gain advantage on saving throws against spells that require hearing.
  • A creature entering the storm for the first time has to make a constitution saving throw against your cleric spell save DC. If it fails, the creature can't use its voice and its movement speed is halved while it is within the storm. If it fails by more than 5 the creature is also knocked prone.

The Storm rages on for 1 minute or until you use a free action to calm it down. You can use this feat once and can't use it again until you finish a long rest.

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