Paladin
Base Class: Paladin

Paladins who take an Oath of the Sea are Sailors who bind themselves to the ocean and its whims. These Paladins will often be Naval Sailors or Pirates who fell in love with the sea and seek to devote their lives to exploring its waves and braving its storms. They tend to hold supporting roles on seafaring vessels, such as Boatswain, Navigator or Deckhand, due to caring more about becoming skilled in traversing the oceans over climbing the ranks. Paladins who take an Oath of the Sea believe in freedom and devotion to life on the sea. Due to this, they are likely to fight against oppressors and tyrants both on and off the sea.  

Tenets of the Sea

The tenets of the sea put heavy emphasis on freedom and emulate the sea that they are devoted to. Its main tenets are: 

Match the Environment. Just like how the sea is calm or destructive depending on the weather, your actions and demeanour should suit the environment you find yourself in and the situation you find yourself in. This can mean being gentle as the open seas or as fierce as the waves in Storm.  

Evade Capture. The sea cannot be contained and neither should you. Stay vigilant against others trying to imprison you or to trick you into being controlled with them and you should look out for others to protect them from these things as well.

Live of the Sea. To show devotion to the sea, make your livelihood in your work, food or home out of the resource the sea provides for you. This can mean use of the creatures that reside in the sea, use of the sea for travel or physical resources below the waves. 

 

 

Oath of the Sea Spells

The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of the Seas Spells table, you thereafter always have the listed spells prepared.

Oath of the Seas Spells
Paladin Level Spells
3 Detect Evil and Good, Create or Destroy Water
5 Aid, Animal Messenger
9 Water Breathing, Dispel Magic
13 Freedom of Movement, Summon Elemental
17 Commune, Dispel Evil and Good

Crashing Waves

When taking this Oath at 3rd level you gain Crashing Waves as a Channel Divinity option. 

Crashing Waves. You can use Channel Divinity to summon spectral waves to incapacitate a foe. As an Action, you can cause a wave of energy that looks like a spectral wave of water to knock a creature within 30ft over. The creature must make a Strength or Constitution throw or gain the Incapacitated condition. The creature will have this condition till they make a DC 8+Con Modifier+Proficiency Bonus saving throw at the end of each turn. The creature is unable to take actions or reactions while Incapacitated. 

Aura of Sea Legs

At 7th Level, you and your allies within 10 feet of you are not affected by Difficult Terrain, and spells and other magical effects can neither reduce their Speed nor cause them to have the Paralyzed or Restrained conditions while in your Aura of Steadiness. They also have a Swim Speed equal to its Speed. Any ally that enters the Aura of Steadiness and is Paralyzed or Restrained, the condition has no effect on them. 

At 17th Level, the range of the Aura of Steadiness increases to within 30 feet of you. 

Ocean Storm Rebuke

At 15th Level, Sea will now protect you as its devoted warrior. Whenever an enemy lands an attack on you, you can use a reaction to deal 2d8+Your Charisma Modifier of Lightning Damage. An additional d8 is added if you are in a storm. 

Ocean Storm

At 20th Level as a Bonus Action, you can channel the spirit of the ocean, granting the benefits below for 10 minutes or until you end them (no action required). Once you use this feature, you can’t use it again until you finish a Long Rest. You can also restore your use of it by expending a level 5 spell slot (no action required).

Sailors Advantage. You have Advantage on all Attack rolls, Spell Attacks, Saving Throws and Ability Checks when standing in water or covered in water.

Water Magic. You always have spells and cantrips that have Water in their name prepared. 

Cold Ocean Storms. You gain Resistance to Cold, Lightning and Thunder damage. If you already have Resistance you gain Immunity. 

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