Paladin
Base Class: Paladin

The Oath of the Tide binds paladins to the ideals of the world below the waves. These warriors are tasked with preserving the ways of the deep, and those that swear to this oath are honor-bound to defend the breaches into their plane, even down to the deepest and darkest depths. Many choose to decorate their armor and weapons with mementos from the sea - coral, sand dollars, and sea stars - to show their devotion and commitment to defending their undersea brethren.

 

Tenets of the Tide

These tenets have remained unchanged for centuries, as steady and unyielding as the tides themselves. The oath emphasizes the principles of honor, ancient law, and protecting the innocents of the undersea.

Protect the Deep's Treasures. Through your actions, protect the people of the undersea. Show no mercy to the evils that seek to do them harm.

Represent the Sea. Your honor is paramount. Face foes head on, never compromise your integrity, and be loyal to your promises.

Turn the Tides. No matter the darkness, kindle and protect the light in yourself and others. With hope and strength, you can always turn the tide.

Stay Hydrated. Don't fret, and always be wet.

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, Armor of Agathys

5th

Misty Step, Enhance Ability

9th

Call Lightning, Tidal Wave

13th

Control Water, Resilient Sphere

17th

Wall of Force, Maelstrom

Channel Divinity

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

Breach Guardian. You can use your Channel Divinity to invest your presence with the warding power of your faith. As an action, you can choose a number of creatures you can see within 30 feet of you, up to a number equal to your Charisma modifier (minimum of one creature). For 1 minute, you and the chosen creatures have advantage on Intelligence, Wisdom, and Charisma saving throws.

Riptide Strike. You can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.

Aura of Preservation

Starting at 7th level, you have learned how to keep yourself and your allies protected with watery bubbles of force. You and creatures within 10 feet of you have resistance to bludgeoning damage. In addition, when a creature within this aura is damaged by a melee attack and the attacking creature is Large size or smaller, you can use your reaction to force the attacking creature to make a Strength saving throw. On a failed save, the attacker is pushed away a number of feet equal to the damage dealt by the attack, rounded to the nearest multiple of 5.

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

Stormy Waters

At 15th level, you can call on the force of crashing waters as a reaction whenever a creature moves into or out of your reach. The creature takes 1d12 bludgeoning damage and must succeed on a Strength saving throw against your spell save DC or be knocked prone.

Hero of the Deep

At 20th level, you learn to channel the full power of the Tide to briefly withstand any pressure. As an action, you embrace the strength of the ocean, gaining the following benefits for 1 minute:

  • You have advantage on all attack rolls against creatures without an innate swimming speed.
  • Your allies gain +2 to their AC while within 30 feet of you
  • Whenever a creature hits you with a ranged attack, some of the effect bounces back, and you 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.

Previous Versions

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