Paladin
Base Class: Paladin

Deepknight Tenets

  1. You shall remain selfless at all cost. You will put the well-being of others before yourself in any situation, from them having a warm bed to laying down your own life.
  2. You shall stand unwavering against the tide. No matter what happens to you, you shall remain strong, using your absolute strength at all times.
  3. Move with the waves to your shore. Conflict is everywhere, and you will move to it so you may resolve it.
  4. Calamity must be quelled. Evildoers have no place in the Deep. Seek them out, and let God sort them out.

Channel Divinity

Move with Tides - As a Bonus Action, you make the area around you as fierce as the open ocean. Any hostile creatures standing within 10 ft. of you are considered in Difficult Terrain. This is active until you turn it off as a Bonus action or are reduced to 0 HP.  Turning this off does not spend a Channel Divinity charge, but turning it on does.

From the Depths - Using a Channel Divinity charge, your next attack has the effects of Thunderous Smite at the highest level you can cast. If you successfully hit a creature with this who has their Movement Speed reduced in any way, this automatically becomes a critical hit.

Aura of Dark Seas

You have learned to embrace the chaos of the tides, controlling them with a newfound understanding. You and allied creatures within 10 ft. of you impose Disadvantage on incoming attacks while you are in Difficult Terrain. Difficult Terrain also does not slow you down. This increases to 30 ft. at level 18.

Aura of Storms

Dark clouds follow you as you travel, under the complete  control of you influence. Hostile creatures within 10 ft. of you take 2d6+Charisma Modifier Lightning damage when they enter this range or start their turn there. You can also use these clouds to Opportunity Attack a creature entering within 5 ft. of an ally up to 30 ft. from you.

Wardenheart

You become the Avatar of the Deep, gaining the following benefits.

  • Your voice can be heard by as few or as many creatures as you want within a range of 1 mile.
  • Your size becomes Large.
  • Once per Short Rest, you can push away all hostile Creatures within 20 ft. with 4d8+Charisma Modifier Force damage into the nearest space beyond this range.
  • Your Charisma Score permanently becomes 21, and can't roll below a 10 on Charisma Saving Throws.

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