Paladin
Base Class: Paladin

The Oath of the Tide calls adventurers who wish to commit their life to resistance against a seemingly insurmountable power, such as supporting an oppressed group against a more powerful oppressor. They call the inexorable force of the sea to their aid. They often consider themselves utilitarian, prioritizing the needs of many over the needs of the few, and stoic, steeling their minds so they do not experience suffering.

A Rising Tide Lifts All Boats. All men are equal in worth. Pursue the prosperity of many over the wealth of the few. 
Time and Tide Wait for No Man. 
Follow your aim relentlessly. Do not respect tradition when it stands in the way of progress. Respond to use of force in kind. 
Tranquility. Remain untroubled by physical and mental stress. A strong mind cleanses the body, and physical strength brings mental clarity. 
Absolution. Even the sharpest rocks are eventually worn down by the waves. Forgiveness is not temporary, but may take time. 

Oath Spells

You gain oath spells at the paladin levels listed in the Oath of the Tide Spells table. See the Sacred Oath class feature for how oath spells work.

Oath of the Tide Spells
Paladin Level Spells

3rd

create or destroy water, expeditious retreat

5th

calm emotions, warding wind

9th

tidal wave, water walk

13th

freedom of movement, watery sphere

17th

greater restoration, maelstrom

Channel Divinity

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

Tidal Surge. As a bonus action, select ebb or flood to activate a whirling morass of intense repulsion or attraction with a radius of 20 feet in all directions. For one minute, all creatures which enter or start their turn in the area must succeed on a strength saving throw or be unable to move away from you (ebb) or towards you (flood). If they succeed, moving in this direction costs three times their movement.

Cleansing Waves. As an action, select a number of creatures you can see within 30 feet of you, including yourself, up to a number equal to your Charisma modifier (minimum of one creature). Each of these creatures may remove one of the following conditions which is currently affecting it: Blinded, Deafened, or Poisoned.

Aura of Tranquility

Starting at 7th level, you emanate an aura while you’re not incapacitated. You and any creatures of your choice within 10 feet of you have resistance to psychic damage, and have advantage on all Wisdom saving throws. 

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

Riptide

At 15th level, your movement no longer provokes opportunity attacks. In addition, if your Channel Divinity: Tidal Surge is active, you gain the following effects:

Flood Tide : On your turn, you may move through enemy creatures' spaces without penalty. If you do so, any creature which is one size larger than you, or Large, whichever is greater, may be moved to an unoccupied space of your choice within 5 feet of its original position. Each individual creature may only be moved once per round using this feature.

Ebb Tide: You may use your bonus action to force every creature within 20 feet of you to make a Strength saving throw or be pulled 5 feet towards you.

Crashing Presence

At 20th level, you learn to channel the unstoppable force of the sea. As an action, you gain the following benefits for 1 minute:

  • You are immune to being prone, grappled, restrained, and being moved by force. 
  • You have advantage on all Strength ability checks and Strength saving throws towards effects you can see. 
  • You can cast the Tidal Wave spell as an action once per round without expending a spell slot. 

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

Previous Versions

Name Date Modified Views Adds Version Actions
2/7/2022 4:35:43 AM
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