Base Class: Paladin
Defend your cherished. One who would sacrifice that which they hold dear over themselves is a personal slight, their willingness to give up something so loved shall be met with never-ending tidal wrath.
Breach the reef. You hold a conviction that can rival the very waves you draw from. If a problem or opposition exists, you will keep trying to oppose it, even if the odds or situation appears hopeless. As a wise being once said;
“**** it. We ball.”
Ebb and flow. Even the most violent seas have their moments of peace. If a chance to do so is present, always cherish and make the most of that which you fight to keep yours.
Anchor your thoughts. Remaining composed whilst defending is a must, as you must remain calm to act as an anchor for those you wish to protect.
Turn the Tides. No matter how daunting things may seem, kindle and protect the strength in yourself and others. With resilience and belief, 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 Riptide Defender Spells table. Spells marked with an asterisk are new spells. See the Sacred Oath class feature for how oath spells work.
| Paladin Level | Spells |
|---|---|
|
3rd |
|
|
5th |
|
|
9th |
aquatic javelin*, freedom of the waves* |
|
13th |
aura of life, storm shroud* |
|
17th |
commune with nature, oasis of life* |
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Channel Divinity: Relentless Riptide. As an action, you tap into the rejuvenating essence of the relentless tides. For the next minute, at the start of each of your turns, you regain hit points equal to your Paladin level. This revitalizing surge mimics the persistent and enduring nature of the waves, providing sustenance in the face of adversity.
Channel Divinity: Torrential Surge. With an invocation of Torrential Surge, you tap into the relentless power of the waves to either amplify your prowess and challenge fate. Before you roll to hit with a weapon attack, you can use your Channel Divinity to roll 1d20. On a roll between 11-20, the attack is treated as a natural 20, creating a devastating surge of power. The strike deals maximum damage, and the target must make a Strength saving throw with a DC equal to your paladin save DC or be pushed back 10 feet and stunned until the end of their next turn. On a roll between 1-10, the unpredictable currents disrupt your attack. The attack is treated as a natural 1, and the next attack that hits you is automatically a crit, ignoring immunity to crits, and you must end your turn.
Aura of Torrential Fortitude
Starting at 7th level, you emanate the Aura of Torrential Fortitude that extends 10 feet from you. While you aren’t incapacitated, you and creatures of your choice within 10ft. of you gain resistance to one damage type of their choice at the beginning of each of their turns. If they already had resistance to this damage type, then it is now immunity. This passive resiliency mirrors the unyielding force of unending waves, fortifying yourself and your allies against the trials they face.When you reach 18th level in this class, the aura affects creatures within 30 feet of you.
Riptide's Rebuff
At 15th level, you may call on the force of churning waves whenever you take damage, the waters restore your defenses, and steel your resolve. When taking damage that would not reduce your hitpoints to 0 (healing is not considered damage. In case you're trying to make a dumb case. Goof.) you may either use up to 5 charges of lay on hands on yourself, regaining hp equal to the number of charges used, use 5 charges to cure a disease or neutralize a poison, as mentioned in Lay on Hands, or use one charge of cleansing touch upon yourself.
Tidebreaker’s Embrace
At 20th level, you embody a true force of nature. The everlasting might of both storm and sea at your beck and call. As an action, you can funnel them both through your weapons, eroding and annihilating the defenses of all whom they hit for the next 10 minutes.
- The first weapon attack you land each turn decreases the target’s resistance to one damage type dealt with that attack to neutral, or decreases the targets immunity to one damage type dealt with that attack to resistance. If the target has no resistance or immunity to any damage type dealt, then it gains vulnerability to the single damage type that dealt the most in that attack that it does not already have vulnerability to. It also decreases the target’s ac by one.
- Your weapon attacks deal 2d8 additional lightning damage and 1d8 additional magical bludgeoning damage, regardless of whether they hit or not.
Once you use this feature, you can’t use it again until you finish a long rest.
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