The stars of Pash-Mara
The Clerics of this domain believe in the never ending oceans, the sublimity of tides ant the beauty of the waters. These clerics feel most at home on a serene beach or a turbulent ship deck.
Ocean domain spells
lvl 1 create or destroy water, cure wounds
lvl 3 calm emotions, prayer of healing
lvl 5 water breathing, water walk
lvl 7 control water, ice storm
lvl 9 mass cure wounds, cone of cold
Blessing of the tides
Starting when you choose this domain at 1st level, you can use your action to touch a willing creature other than yourself to give it adantage on strength (athletics) checks. This blessing lasts for 1 hour or until you use this feature again.
Channel divinity: charm aquatic life
Starting at 2nd level, you can use your channel divinity to charm aquatic and amphibious creatures. As an action, you present your holy symbol and invoke the name of your deity. one aquatic or amphibious creature that can see you within 30 feet of you must make a wisom saving throw. If the creature fails its saving throw, it is charmed by you for 1 minute or until it takes damage. while it is charmed by you, it is friendly to you and other creatures you designate.
One with the waves
Beginning at 6th level, your defenses merge with the oceans to carry you through the tides. you gain a swim speed of 50 feet. In addition to this, your connection with the waters extends to the animals found within the oceans. You gain the ability to cast the animal messengers speel targetting only aquatic or amphibious creatures
At 8th level, you gain the ability to infuse your weapon strikes wih 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. when you reach 14th level, the extra damage increases to 2d8.
Channel divinity: Ocean surge
Beginning at 17th level, you are able channel your deity and create a massive whirlpool of water. As an action, you choose a point within 60 feet of you and cause swirling waters to envelope an area 15 feet in radius from the chosen point. each hostile creature within the area must succeed a strength saving throw, taking 3d8 bludgeoning damage and becoming knocked prone on a failed save. all friendly creatures within the area heal 3d8 hit points and if they are prone, they can choose to stand up and end the condition. creatures with a swim speed automatically succeed on the saving throw.