The Dominion of the Sea commands water in all its forms, but most often that of the rivers and the oceans. All creatures that dwell within water are subject to the sea, and its waters can carry its blessed far away or crush and erode those less favored. Miracles of the sea can smash with crushing pressure, conjure vast amounts of water, control the flow of liquids, or purify with the cleansing salt of the oceans. Characters with the Sea Dominion have an invincible defense against cold, can breathe water, swim at twice their normal movement rate, and see with perfect clarity underwater, regardless of available light. They may grant these benefits to their companions, except for cold immunity.
Body of Water
Your flesh flows around dangers and encapsulates toxins. Your natural armor class is 3 and you are immune to poisons. You can apply a poison by touch if you’ve previously swallowed or been struck by a dose, thus ejecting the toxin. This AC isn't improved by shields or armor.
Crushing Depths Action
Commit Effort for the scene. Destroy any non-magical object you’re
touching, up to 20 x 20 x 20 feet in size, as it erodes or is compressed
into splinters. Living creatures require a normal weapon or unarmed
attack to hit and are not automatically destroyed, though the damage
die is treated as if it rolled the maximum possible.
Living Torrent On Turn
Commit Effort. Spout a torrent of water at dangerous levels of pressure.
The water can be used as a ranged weapon out to 100 feet, doing
1d10 damage and counting as a magical weapon. It will destroy one
foot of earthen or wooden barriers in one round. The water can be
allowed to remain after using this power, or allowed to vanish as the
wielder wills.
Lord of the Waters On Turn
Commit Effort. While in effect, you can transform into any non-magical
sea creature larger than a shrimp and smaller than a kraken. You
can speak to and command all natural sea life, sense every living
creature under or on the water within a mile, and summon such life
to your presence as needed. Intelligent creatures need not obey your
summons or commands if they do not wish to do so. Ships or fleets
in your company are impervious to storms and reefs.
Secrets of the Deep On Turn
Commit Effort. You sense the exact position of all flowing liquids
within 200 feet, including the blood in living veins. By touching a
body of water and seeking a particular thing or type of object, you
become aware of every place where such a thing is sunken, floating
or wave-lapped within ten miles.
Walking With the Tide Action
Commit Effort for the scene. Enter a body of water large enough
to submerge you and emerge from any like body of water within a
mile, exiting at the nearest suitable pool to your desired location. If
the bodies of water are connected by waters wide enough to admit a
creature of your size, the range increases to a hundred miles.
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