Paladin
Base Class: Paladin

Tenets of the Waves

An Oath of the Waves Paladin embodies and lives by several codes.

Endless Flow: As the Ocean never rests, neither will I until my task has been completed.

Violent Storms and Peaceful Waters: The ocean changes from peaceful and relaxing to destructive and powerful; as will I when needed.

Impartial Destruction: No matter the origin or allegiance of a creature; if it has done wrong it shall be punished, by all means necessary.

 

Channel Divinity

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

Champion of the Sea. As an action, you can imbue the weapon you are holding with the power of the ocean; letting you strike with the force of a tidal wave. For 1 minute; when you make an attack with your imbued weapon you deal extra cold damage equal to half of your paladin level. On a critical hit; they must roll a constitution saving throw; if they fail  they cannot take reactions for rounds equal to your charisma bonus. 

Calm Waters.  As a bonus action, you can use your Channel Divinity to choose a number of creatures within 30 feet of you equal to your charisma modifier and  make them roll a charisma saving throw or they are affected by the calm emotions spell.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of the Waves Spells
Paladin Level Spells

3rd

create or destroy water, absorb elements

5th

shatter, misty step

9th

tidal wave, call lightning

13th

control water, storm sphere

17th

maelstrom, cone of cold

Force of the Deep

The Paladin recognizes the strength and power of the ocean and draws his power from it instead of the heavens.

  • Whenever he would deal radiant damage with spells or class features it is instead dealt as another type of energy.
  • He gains an innate swim speed equal to his land speed and can breath underwater as well as above water. If he already has a swim speed, it increases by half of his land speed.
  • He also learns the Shape Water cantrip, and can use it at will.
Cold

Upon taking your oath at 3rd level, all radiant damage you would deal from spells, attacks, or class features is instead dealt as cold damage and gain knowledge of the ray of frost cantrip.

Lightning

Upon taking your oath at 3rd level, all radiant damage you would deal from spells, attacks, or class features is instead dealt as lightning damage and learn the shocking grasp cantrip.

Adaptive Stance

By 7th level, the Paladin's motions become more natural and fluent in combat, much like the rolling waves of the ocean. Whenever he would be struck in melee combat he may take the dodge action as a reaction until the start of his next turn.

He gains an aura that grants allies within 10 feet of the Paladin a swim speed equal to his land speed; and lets them breath underwater.

Paragon of the Ocean

Starting at 15th level, his authority over the ocean grows in power.

  • He gains advantage when navigating and traveling over the ocean.
  • The Paladin has advantage when making any skill checks against any aberration; beast, elemental, humanoid, or monstrosity with an innate swim speed.
  • He may also use the spell Conjure Animals as a 5th level spell to summon aquatic animals twice per long rest
  • His aura is extended to 30 feet.

Aquatic Avenger

At 20th level, the Paladin can embody the power of the ocean. Using his action, he undergoes a transformation. For 1 hour, he gains the following benefits:

  • Coral and shale form a protective layer over the Paladin's skin, giving him {{modifier:cha}} to his armor class.
  • He manifests violent rain and winds 30 feet around him. All creatures except those he chooses have disadvantage on all attack rolls made within it's radius.
  • The Paladin and allies within the radius of his monsoon add {{modifier:cha}} force damage to all attacks made within it.

Once he uses this feature, he can’t use it again until he finishes a long rest.

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