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Depths Domain Cleric Subclass Guide

This subclass allows clerics to channel the powers of deities related to oceans, outer space, and unknown depths. It grants proficiencies, the ability to blind and deafen foes, resistance to cold damage, swimming speed, and the ability to infuse attacks with cold or psychic damage.

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100% found this document useful (1 vote)
104 views3 pages

Depths Domain Cleric Subclass Guide

This subclass allows clerics to channel the powers of deities related to oceans, outer space, and unknown depths. It grants proficiencies, the ability to blind and deafen foes, resistance to cold damage, swimming speed, and the ability to infuse attacks with cold or psychic damage.

Uploaded by

Mimsy
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Cleric Subclass: Depths Domain

There is much that is unknown to the simple minds of mortals. Creatures and deities so
infinitely powerful that they cannot be comprehended by humanoids. Gods and goddesses of the
Depths Domain lurk on the fringes of existence, be that in the ocean’s unknown trenches, or the far
reaches of the Astral Sea. This domain includes divine entities such as Dendar, Ghauanadaur,
Tharizdun, Thassa, Uk’otoa, and Umberlee.
Clerics who belong to this domain often find themselves adrift, either on the high seas or
simply wandering from location to location. Many are hired to work on ships, both due to their skill in
healing and battle and in the hopes of keeping hostile powers away. The true nature of their deity
may be unknown to even the cleric themselves.

Depths Domain Features


Cleric Feature
Level

1st Domain Spells, Bonus Proficiencies, Ambush the Unknowing

2nd Channel Divinity: Into the Abyss

6th Against the Encroaching Chill

8th Divine Strike

17th Inescapable Tether

Domain Spells
You gain domain spells at the Cleric levels listed on the Depths Domain Spells table. See the Divine
Domain class feature for how domain spells work.

Depths Domain Spells


Cleric Level Spells

1st arms of Hadar, witch bolt

3rd darkness, hold person

5th blink, tidal wave


7th freedom of movement, storm sphere
9th contact other plane, negative energy flood

Bonus Proficiencies
When you choose this domain at 1st level, you gain proficiency with martial weapons. You also gain
proficiency in either the Arcana or the History skill (your choice).

Ambush the Unknowing


At 1st level, you gain the ability to empower your strikes if you are out of sight of your opponent.
Once per turn, you can deal an extra 1d6 psychic damage to one creature you hit with an attack if
you have advantage on the attack roll. Creatures can also be subjected to this effect if they moved
five feet or fewer during their last turn. This ability can function using either a spell attack or a
weapon attack. Additionally, until the end of their next turn, the creature that took this additional
damage must succeed on a Wisdom saving throw before targeting you with an attack or a harmful
spell. On a failed save, the creature must choose a new target or lose the attack or spell. This does
not include area effects such as the explosion of a fireball. Once a creature takes damage in this
way, they cannot be affected by this ability for 1d4-1 rounds.

This damage increases to 2d6 once you reach 11th level in this class and increases to 3d6 once you
reach 17th level in this class.

Channel Divinity: Into the Abyss


Starting at 2nd level, you can use your Channel Divinity to obstruct your opponents' senses by
unleashing the inky darkness of ocean caverns or the outer expanses of the universe. As a bonus
action, choose a number of creatures within 20 feet of you up to your proficiency bonus. Each target
must make a Wisdom saving throw. On a failure, the target is blinded and deafened until the end of
your next turn.

Against the Encroaching Chill


Starting at 6th level, the chill of the deep runs through your veins and empowers your capabilities:
• You gain resistance to cold damage.
• You gain a swimming speed equal to your walking speed.
• Whenever you use a spell slot of 1st level or higher to restore hit points to a creature, they
gain a swimming speed equal to their walking speed until the end of their next turn.

Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with the essence of your deity. 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 or psychic damage to the target (your choice). When you reach 14th level, the
extra damage increases to 2d8.

Inescapable Tether
Starting at 17th level, the powers of the deep infuse your magic. Whenever a creature fails a saving
throw against one of your Cleric spells or Channel Divinities, you may choose to have them take
2d12 cold or psychic damage (your choice). If they do, their speed is halved until the end of their
next turn.

Subclass conceptualized and developed by Quinn the GM (@QuinntheGM)

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