Paladin
Base Class: Paladin

Paladins of the Oath of the Abyss Watcher are denizens of the deep. They've seen the horrors that lurk at the bottom of the ocean and do everything in their power to prevent them from ever reaching the light. They are the unsung heroes that surface dwellers never meet, the blade in the darkness, the shield against obscurity.

Tenets of the Abyss Watcher

A paladin who assumes the Oath of the Abyss Watcher swears to protect from the corruption that dwells beneath.

Defend. You are the shield against the endless terrors that lie beneath the sea. Your actions may go unnoticed, but you will never falter in your duty.

Restrain. There will come a time where you will not have the power to stop the threat you are facing. You will stand strong, buy time for innocents to escape and reinforcements to arrive, even if the cost is your life.

Watch. Abominations of the depth lurk everywhere, even in the most unexpected of places. You will pay careful attention and eradicate them as soon as any suspicion arises.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of the Abyss Watcher Spells
Paladin Level Spells

3rd

[Tooltip Not Found], create or destroy water

5th

hold person, see invisibility

9th

glyph of warding, slow

13th

control water, [Tooltip Not Found]

17th

hold monster, planar binding

Channel Divinity

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

Abyssal Prison. As an action, you can summon a powerful whirlpool which entraps a creature that you can see within 60 feet of you. That creature must succeed on a Dexterity saving throw or be Restrained by the whirlpool for 1 minute. A creature Restrained by this whirlpool is considered to be underwater and cannot talk, as the tumultuous liquid fills it's mouth. A Restrained creature can attempt to escape the whirlpool as an action by making an Athletics check against your paladin spell save DC, escaping on a success.

Torrent. As an action, you generate a powerful current that pulls all towards you. Each creature of your choice within 30 feet of you is pulled towards you. If you are underwater, this range extends to 45 feet. Whenever a creature starts their turn within this area, or enters it for the first time on their turn, they must succeed on a [save]Strength[/save] saving throw or be pulled 15 feet in a straight line towards you.

Crushing Aura

Starting at 7th level, you emanate a powerful pressure, similar to that found in the depths of the ocean. All creatures of your choice in a 10-foot radius centered on you must expend 3 feet of movement to move 1 foot.

At 18th level, the range of this aura increases to 30 feet.

Tidal Strike

Starting at 15th level, as a bonus action, you can summon a magical harpoon (Spear) that deals magical damage, which you can use to stop your enemies in their tracks.

While wielding this harpoon in either hand, as a reaction to a creature attempting to leave the radius of your crushing aura, you can throw this harpoon at the creature, making a thrown melee weapon attack using this harpoon. On a hit, you apply the weapon's normal damage and effects, and in addition, the target is impaled, reducing their speed to 0 for the rest of the turn. This stops any movement they may have been taking. 

You can also make this special attack in place of a normal attack of opportunity, instead making a melee weapon attack against the triggering creature.

Warden of the Depths

At 20th level, you learn to channel the spirits of brave heroes that laid their life for the cause to vriefly become a paragon of heroism. As an action, you embrace these spirits of the depths, gaining the following benefits for 1 minute:

  • Blades of water start circling around you. Your reach becomes for all melee attacks becomes 10 feet, as the blades of water coat your weapons, extending the range of your attacks.
  • Each time you deal damage to a creature with a melee weapon attack, their speed is reduced to 0 until the start of your next turn.
  • When you make an attack against a creature whose speed is 0, you can, as part of that attack, summon abyssal chains that [Tooltip Not Found] the target. They must succeed on a Strength saving throw against your paladin spell save DC or be Restrained until the start of your next turn.
  • You can an additional reaction every round, that reaction can only be used to make attacks of opportunity. In addition, creatures provoke an attack of opportunity from you when they enter your reach.

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

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