Paladin
Base Class: Paladin

Oath of the Ocean paladins revere the endless sea, the shifting tides and crashing waves, the sunlit coral and the darkest trenches. They often collect trinkets of the sea or adorn their armour with seashells or coral. Paladins who swear this oath are as stoic and impassive as the ocean itself; harnessing some of its power, beauty and fluidity, they protect all life and gifts from the sea, and unleash the ocean's wrath against those who would disrupt it.

The tenets of the Ocean have always remained, from long, ancient times many moons before. The tenets emphasise the ideals of honour and law.

Champion the Truth. The ocean never deceives or tricks. Your integrity is paramount.
Be Fair and Impartial.
As of the deep, every individual is equal, and deserves treatment as they have treated others.
Respect the Ocean.
The sea is something to treat with kindness.
Stay Hydrated. Don't fret, and always be wet.

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Tentacled Wrath. As a bonus action, you can use your Channel Divinity to attempt to grasp an enemy with magical tentacles. They must make a Strength saving throw or be grappled and be dragged up to 15 feet in a direction of your choice.

Swirling Rush. You can use your Channel Divinity to summon a whirlpool that unbalances enemies. As an action, you create a maelstrom centred around you. Every creature within 10 feet of you must succeed on a Dexterity saving throw or be knocked prone.

 

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of the Ocean Spells
Paladin Level Spells

3rd

create or destroy water, shield of faith

5th

hold person, enhance ability

9th

tiny hut, tidal wave

13th

control water, resilient sphere

17th

wall of force, maelstrom

Aura of Resilience

Starting at 7th level, you have learned to empower your allies, making them as strong and relentless as the ocean. You and friendly creatures within 10 feet of you have resistance to slashing damage.

When you reach 18th level in this class, the range of the aura increases to 30 feet.

Drowned Force

Starting at 15th level, you learn to draw magic from the ocean, making enemies' energy drain as if they are drowning. As an action, you target a creature within 5 feet of you and draw life force from them. For 1 minute, they have disadvantage on Wisdom and Constitution saving throws. As an action on their turn, they can attempt to shake off your curse. They must make a Constitution check contested against your Charisma (Intimidation) check. On a success, they shake off the effect and become immune to it for 1 hour.

You can't use this feature again until you finish a short or long rest.

Guardian of the Deep

At 20th level, you harness the relentless power of the ocean to end your foes. As an action, you become a paragon of the sea's power, gaining the following benefits for 1 minute:

  • You have advantage on all attack rolls against creatures who have 17 or less on their initiative. 
  • You gain a +3 to your AC.
  •  If a creature makes a ranged attack toward you, your relentless power shrugs it off, and you and the creature both take half of the attack's damage.

Once you use this feature, you can’t use it again until you finish a long rest.