Paladin
Base Class: Paladin

 The Legion is a group of knights that follows the Leviathan and they maintain the balance between wild monsters and the citizens of the Isle of Raksasa. They wear deep black scale mail armor and are centered in the capital, Mythcrest. 

Oath Spells

You gain oath spells at the paladin levels listed in the Oath of the Open Seas Spells table.

Oath of the Leviathan
Paladin Level Spells
3rd create or destroy water, expeditious retreat
5th enlarge/reduce, augury
9th water breathing, freedom of the waves
13th control water, freedom of movement
17th commune with nature, summon draconic spirit 

Channel Divinity (Legacy)

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

 

Breath of the Leviathan: As a bonus action you let out a breath of holy fire in 30ft line any creature within it must make a Dexterity saving throw or suffer 3d6 fire damage or half as much on a successful one. When a creature rolls a 1 on the saving throw it will take an extra 1d6 of radiant damage. 

Alpha's Roar: As an action you let out a deafening roar, you choose any number creatures up to your paladin level + your proficiency bonus that can hear and must make a wisdom saving throw or be frightened of you for 1 minute.   

Aura of Liberation

Starting at 7th level, you fill nearby creatures with the energy of movement. While you’re not incapacitated, you and creatures of your choice within 10 feet of you cannot be grappled or restrained, and ignore penalties on movement and attacks while underwater. Creatures that are already grappled or restrained when they enter the aura can spend 5 feet of movement to automatically escape unless they are bound by magic restraints.

When you reach 18th level in this class, the aura affects creatures within 30 feet of you.

Stormy Waters

At 15th level, you can call on the force of crashing waters as a reaction whenever a creature moves into or out of your reach. The creature takes 1d12 bludgeoning damage and must succeed on a Strength saving throw against your spell save DC or be knocked prone.

Legend of the Leviathan

At 20th level, you learn to channel the spirits of the sea to briefly become a paragon of heroic adventure. As an action, you embrace these spirits of the sea to gain the following benefits for 1 minute:

  • You have advantage on Strength (Athletics) checks and you gain a climbing speed equal to your walking speed. If you already have a climbing speed, it is doubled.
  • If you are within 5 feet of a creature and no other creatures are within 5 feet of you, you have advantage on attack rolls against that creature.
  • You can take the Dash or Disengage action as a bonus action.
  • You have advantage on Strength checks and Strength saving throws against affects you can see.

Once you use this feature, you can’t use it again until you finish a long rest.

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