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Sea Domain

Deities of the sea, such as Poseidon, Aegir, Manannan mac Lir, and Yam are primordial beings, older than most other gods and often responsible for some aspects of creation. They are the patrons of sailors, seafarers, and fisherwomen. They also control storms and tides. People who live along the coasts or on islands often venerate these deities. The vast seas that encompass creation represent mystery, sustenance, storms, and death. Priestesses who worship sea gods build their temples on high cliffs or on beaches that are submerged at high tide.

Sea Domain Spells
Priestess Level Spells
1st Create or destroy water, fog cloud
3rd Gust of wind, misty step
5th Create food and water, water walk
7th Control water, Conjure minor elemental (water only)
9th Conjure elemental (water), commune with nature (sea instead of land)

Sea Lore

Beginning at 1st level, you have advantage on Intelligence checks made regarding topics of the sea, including weather, navigation, and lore.


Also at 1st level, you can use the moisture in the air between you and an attacking enemy to conceal your actual location. When you are attacked by a creature within 30 feet of you that you can see, you can use your reaction to impose disadvantage on the attack roll, causing yourself to appear slightly displaced just before the attacker hits or misses. An attacker that can’t be blinded is immune to this feature.

You can use this feature a number of times equal to your wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Channel Divinity: Washed Away

At 2nd level, you can use your Channel Divinity to project a wave of sea water that knocks creatures down and pushes them away from you. As an action, you present your holy symbol and summon a forceful wave of sea water that emanates from you in a 30-foot cone. It rolls along the ground, knocking creatures down and pushing them away from you. Creatures size Large and smaller caught in the area of this wave must make a Strength saving throw or suffer 1d10 in damage, be knocked prone, and be washed back 10 feet. Those who make the saving throw suffer half damage, are pushed 5 feet, and are not rendered prone. Large creatures with more than two legs, such as horses, have advantage on the saving throw. Creatures size Huge and larger automatically succeed on the saving throw and suffer half damage. Creatures that are taking cover behind fixed objects, such as a stone pillar, are not affected.

Improved Refraction

Beginning at 6th level, you can use your Refraction feature to protect a creature other than yourself. You must be able to see the attacking creature and be within 30 feet of it to affect it with Refraction.

Power of the Sea

The sea is a primordial force that possesses devastating power. Beginning at 8th level, this power increases the damage of any cantrip you cast by an amount equal to your Wisdom modifier.

One with the Sea

Upon reaching 17th level, you are permanently under the effects of a water breathing spell. Also, being underwater does not impose any penalties on your movements or attacks.

Section 15: Copyright Notice

Amazon Vs Valkyries: Domains, Copyright 2020, Bloodstone Press; Author: L.J. Ogre

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