
The Sea Domain bestows on its wielders all the power and dangerous potential of the vast deep. Clerics who follow this path love the open water and the freedom of traveling across the world.
While there are many smaller divinities of the seas, and waterways of the world, Poseidon stands above them all. His divine influence extends to include horse husbandry and the power of earthquakes. Many Clerics that wield the ceaseless force of the Sea Domain also practice earth and animal magic in honor of Poseidon’s other areas of influence.
Creature of Water
Level 3: Your devotion to the sea grants you the following benefits:
- You gain a Swim Speed equal to your Speed. If you already had a Swim Speed it increases by 15 feet.
- You can hold your breath twice as long as normal.
- You can speak clearly underwater without losing your breath.
- You can comprehend and verbally communicate with any Beast with a Swim Speed.
- You gain proficiency with Navigator’s Tools.
Old Salt’s Confidence
Level 3: As a Magic action, you can expend one use of your Channel Divinity to embolden a fellow compatriot. A creature you can see within 30 feet gains Temporary Hit Points equal to twice your Cleric level. Additionally, choose an ability. The target gains Advantage on ability checks made with that ability until the end of your next turn.
Sea Domain Spells
Level 3: Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Sea Domain Spells table, you thereafter always have the listed spells prepared.
| Cleric Level | Spells |
|---|---|
| 3 | Fish’s Embrace (New Spell!), Fog Cloud, Hydro Blast (New Spell!), Wall of Water (New Spell!) |
| 5 | Water Breathing, Water Walk |
| 7 | Control Water, Evard’s Black Tentacles |
| 9 | Conjure Elemental (Water only), Roaring Waterfall (New Spell!) |
Drown the Rats
Level 6: As a Magic action, you can expend one use of your Channel Divinity to encase a creature’s head in water. You point your Holy Symbol at another creature you can see within 30 feet of yourself. The target must succeed on a Constitution saving throw, or a globe of water forms around the target’s head, cutting off its access to air. The target begins suffocating unless it can breathe water. At the end of each of its turns, the target repeats the save, ending the effect on itself on a success.
Pull Together
Level 17: After you take the Help action, your allies can join in assisting. Other creatures can take a Bonus action or Reaction to use a Help action to assist with the same action. Each additional creature assisting grants a +1 bonus to the ability check or attack roll.
New Spells
Fish’s Embrace – Level 1 Transmutation (Bard, Druid, Ranger, Sorcerer, Warlock, Wizard)
Fish’s Embrace
Level 1 Transmutation (Bard, Druid, Ranger, Sorcerer, Warlock, Wizard)
Casting Time: Action
Range: 30 feet
Components: V, S
Duration: 10 minutes
One creature within range gains a Swim Speed of 30 feet.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1. If you cast this spell using a level 2 spell slot, the duration becomes 1 hour. If you use a level 3 spell slot, the duration becomes 8 hours. If you use a 4+ spell slot, the duration becomes 24 hours.
Hydro Blast – Level 2 Evocation (Druid, Sorcerer, Wizard)
Hydro Blast
Level 2 Evocation (Druid, Sorcerer, Wizard)
Casting Time: Action
Range: Self
Components: V, S
Duration: Instantaneous
A torrent of water bursts from your hands in a 60-foot-long, 5-foot-wide Line in a direction you choose. Each creature in the Line must succeed on a Strength saving throw or take 1d4 Bludgeoning damage and have the Prone condition.
Using a Higher-Level Spell Slot. The damage increases by 1d4 for each spell slot level above 2.
Roaring Waterfall – Level 5 Evocation (Druid)
Roaring Waterfall
Level 5 Evocation (Druid)
Casting Time: Action
Range: 90 feet
Components: V, S
Duration: Concentration, up to 1 minute
You conjure a deluge of water to form a powerful waterfall. Create a 15-foot-radius, 90-foot-high Cylinder centered on a point within range. A creature that enters the Cylinder or starts its turn there must make a Strength saving throw. On a failure, the target takes 2d8 damage and has the Prone and Restrained conditions until the start of its next turn.
Using a Higher-Level Spell Slot. The damage increase by 1d8 and the Cylinder height increases by 15 feet for each spell slot level above 5.
Wall of Water – Level 2 Evocation (Cleric, Druid, Sorcerer, Wizard)
Wall of Water
Level 2 Evocation (Cleric, Druid, Sorcerer, Wizard)
Casting Time: Action
Range: 120 feet
Components: V, S
Duration: Concentration, up to 1 minute
You conjure a standing wall of water that surges up out of the ground from any point within range and lasts for the duration. You can make the wall up to 40 feet long, 10 feet high, and 1 foot thick. You can shape the wall in any way you choose so long as it makes one continuous path along the ground. The wall’s space is Difficult Terrain.
Attacks made with arrows, bolts, and other ordinary projectiles have Disadvantage if they pass through the wall. Boulders hurled by Giants or siege engines, and similar projectiles, are unaffected.
Using a Higher-Level Spell Slot. The length increases by 20 feet and the height increases by 5 feet for each spell slot level above 2.






