Base Class: Paladin
Tenants of Anchor Paladin:
Tides of Change: The world is ever changing, molded by nature's hand. You seek to notice the wave, and ride it without reservation.
Untamed: The ocean can be navigated, but it cannot be bent to someone's will and neither can you. You are willing to hear opinions and weigh them, but you are not easily swayed once you've made a decision.
Hard Earned Trust: Weathering the storm requires loyalty built around a reliable crew. Seek out those who would anchor you, and do the same in return once they've proven themselves.
Channel Divinity
When you take this oath at 3rd level you gain the following two Channel Divinity Options:
Blessing of the Depths: You are able to channel divinity to give yourself and your companions a blessing of the deep sea, easing your passage and illuminating the depths. 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 hour, you and the chosen creatures have a swim speed equal to their walking speed and gain darkvision out to 60 feet. If any creature affected already has dark vision they instead receive dark depth vision (120 feet darkvision, unaffected by the heavy obscurement of cloudy waters).
Sacred Waters: As a bonus action you bless waters or rain in a 20-foot radius sphere, turning it into holy water for 1 minute. Evil creatures that enter the area or start their turn there take 2d6 radiant damage, and allied creatures who touch the holy water gain the benefits of the aid spell for 1 minute. If no water is present you may instead use an action to channel
divinity, summoning this blessed rain in a 10 feet tall 10 feet radius cylinder centred on yourself, which also lasts for 1 minute.
Aura of Anchorage
7th Level Oath of Anchorage Feature:
You begin to radiate the aura of a calm port in a storm. The area within 10 feet of you in considered to be difficult terrain. You can choose to exclude specific creatures from this effect. In addition, yourself and allies within the aura cannot be moved against their will and gain resistance to cold damage.
At 18th level, the range of this aura increases to 30 feet.
Trapped in the Swell
15th Level Oath of Anchorage Feature
You have learned how to match the unending energy and cadence of the waves bashing against the shore. When a creature attempts to leave your reach, you can impose a Strength saving throw vs your spell save DC. If the creature fails it is unable to move this round trapped beneath the flurry of your blows.
Sentinel’s Maelstrom
20th Level Oath of Anchorage Feature
As an action you may call forth the wrath of the ocean its self surrounding yourself with writhing tides of magical water. For 1 minute you gain the following benefits:
⁃ When a creature moves within 30 feet of you, you can cause a geyser to erupt under their feet as a reaction. They must make a Dexterity saving throw or take 3d6 cold damage and be flung 20 feet into the air, taking fall damage (2d6) and landing prone.
⁃ After a creature makes a melee attack against you it must succeed on a strength saving throw against your spell save DC or be knocked prone as the waters knock them off their feet.
Once you use this feature, you can’t use it against until you finish a long rest
Oath Spells
You gain oath spells at the paladin levels listed in the Oath of the Open Seas Spells table. See the Sacred Oath class feature for how oath spells work.
Oath of the Open Sea Spells
| Paladin Level | Spells |
|---|---|
|
3rd |
create or destroy water, [Tooltip Not Found] |
|
5th |
[Tooltip Not Found], zone of truth |
|
9th |
|
|
13th |
|
|
17th |
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Blessing of the Depths: You are able to channel divinity to give yourself and your companions a blessing of the deep sea, easing your passage and illuminating the depths. 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 hour, you and the chosen creatures have a swim speed equal to their walking speed and gain darkvision out to 60 feet. If any creature affected already has dark vision they instead receive dark depth vision (120 feet darkvision, unaffected by the heavy obscurement of cloudy waters).
Sacred Waters: As a bonus action you bless waters or rain in a 20-foot radius sphere, turning it into holy water for 1 minute. Evil creatures that enter the area or start their turn there take 2d6 radiant damage, and allied creatures who touch the holy water gain the benefits of the aid spell for 1 minute. If no water is present you may instead use an action to channel divinity, summoning this blessed rain in a 10 feet tall 10 feet radius cylinder centered on yourself, which also lasts for 1 minute
Aura of Anchorage
You begin to radiate the aura of a calm port in a storm. The area within 10 feet of you in considered to be difficult terrain. You can choose to exclude specific creatures from this effect. In addition, yourself and allies within the aura cannot be moved against their will and gain resistance to cold damage.
At 18th level, the range of this aura increases to 30 feet.
Trapped in the Swell
You have learned how to match the unending energy and cadence of the waves bashing against the shore. When a creature attempts to leave your reach, you can impose a Strength saving throw vs your spell save DC. If the creature fails it is unable to move this round trapped beneath the flurry of your blows.
Sentinel's Maelstrom
As an action you may call forth the wrath of the ocean its self surrounding yourself with writhing tides of magical water. For 1 minute you gain the following benefits:
⁃ When a creature moves within 30 feet of you, you can cause a geyser to erupt under their feet as a reaction. They must make a Dexterity saving throw or take 3d6 cold damage and be flung 20 feet into the air, taking fall damage (2d6) and landing prone.
⁃ After a creature makes a melee attack against you it must succeed on a strength saving throw against your spell save DC or be knocked prone as the waters knock them off their feet.
Once you use this feature, you can’t use it against until you finish a long rest
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