Paladin
Base Class: Paladin

Paladins that take Oath of the Voyage devote themselves to their ship or the ship's captain, gods of the ocean and travel are the ones that grant these paladins their powers.

TENETS OF THE VOYAGE

A paladin who takes this oath typically has these tenets tattooed onto their upper body.

Respect the Sea. The waters ye travel are fickle. One minute serene, the next 'tis a violent rage. Never forget how quickly this vast monster may change its mood.

Our Vessel, Our Home. As with any home, 'tis happiest whilst well maintained. Those who care not for it will be crushed beneath its foundation when it crumbles.

Our Captain, Our King. Always know yer betters and respect the position they hold. They did not come upon it as a happenstance.

Channel Divinity

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

Voice of the Captain. Up to Charisma modifier creatures that can see and hear you must make a Wisdom saving throw. On a fail they become charmed by you for one minute or until you or an ally deals damage to them. A creature charmed in this way obeys your commands as if you were their vaunted leader. They are even willing to attack their allies if you so command.

Watery Grave. You create a 30 foot wide portal to the Elemental Plane of Water at a point within 60 feet that you can see that lasts for one minute. This area is considered difficult terrain. Creatures within the portal's area must make a Strength saving throw at the end of each of their turns. On a fail they are pulled 10 feet toward the center. A creature pulled into the center must make another Strength saving throw, on a fail it is dragged under and is ejected into the Plane of Water.

Oath of the Voyage Spells

Paladin Level Spells
3rd fog cloud, create/destroy water
5th  animal messenger, locate object
9th  tidal wave, water walk
13th evard's black tentacles, control water
17th maelstrom, control wind

 

Aura of the Sea

At 7th level, you and friendly creatures within 10 feet of you can breath underwater and gain a swim speed equal to your walking speed so long as none of you are wearing heavy armor.

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

Accustomed to the Waves

At 15th level you have advantage against being knocked prone and being poisoned.

Phantom-Fog Vessel

At 20th level your connection to your vessel and crew has now permanently bound you together. As an Action, while also using your Channel Divinity, you create the following effects:

  • You either summon a ghostly version of your vessel and up to 5 of your crewmen or you bolster the vessel you are aboard.
  • You and all allies aboard the vessel gain the benefits of your auras, gain 20 temporary hit points and have advantage on Strength and Dexterity checks.
  • If the ghostly versions were summoned, the vessel and crew remain for 24 hours or until you dismiss this feature as a free action. The vessel has resistance to all forms of damage from nonmagical sources, can pass through creatures and solid objects and has a fly speed equal to its cruise speed. Only creatures you permit aboard may walk upon this vessel. Any weaponry the vessel has deals force damage rather than any bludgeoning, piercing or slashing damage and have an unlimited ammo supply but still require reloading. 
  • The Ghostly Crewmen all have the following stat block: Medium Elemental, Neutral alignment, AC15 (natural armor), 45hp (10d8), 30 ft walk speed, STR 14(+2) DEX 12(+1) CON 10(0) INT 10(0) WIS 12(+1) CHA 12(+1). Damage Resistances Acid, Fire, Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks. Damage Immunities Cold, Necrotic, Poison. Condition Immunities Charmed, Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained. Senses Darkvision 60 ft., Passive Perception 11. Languages Any languages you know. Feats: Not Alive Nor Dead If a Ghostly Crewman is reduced to 0hp it and its equipment dissipate into mist and reform below decks after 1d6 hours. Magical Weapons. Any weapons wielded by Ghostly Crewmen are considered magical for overcoming resistances or immunities to nonmagical attacks. Incorporeal Movement. The ghostly crewmen can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. Attacks:  Ghostly Scimitar- Melee Weapon Attack +4 to hit, reach 5ft, Hit 5(1d6+2) force damage. Ghostly Pistol- Ranged Weapon Attack +3 to hit, range (60/240), Reload 4/Misfire 1, Hit 6(1d10+1) force damage.
  • If you are aboard a vessel as you use this feature, the vessel gains 50 temporary hit points, its AC increases by 2 and it cannot be capsized. Its weapons deal an additional 2d8 force damage and resists all damage from nonmagical sources. This effect lasts for 1 hour and ends early if you are rendered unconscious, if you leave the vessel or you dismiss the effect as a free action.

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