Paladin
Base Class: Paladin

TENETS OF THE SURF

The Tenets of the Surf have been preserved for uncounted centuries. Those who follow the Surf act as all forms of water, quite helpful, but also quite dangerous.

Be Crystal Clear. Your actions should clear, no one around you should question your intentions, for you must be as clear as water. People can see the sereness of a calm sea as well as the danger of an ocean storm.

Act as a channel. You should pave the way through difficulty so others after you shall prosper from your labor. If there is a difficulty preventing people from getting what they need, you shall remove that difficulty, 

Preserve the flow. Delight in song and laughter, in beauty and art, but never stay in one place for too long. Stagnation attracts pests and other nuisances, and you must stay flowing to stay helpful.

Be a wave. Be a guiding force that allows those to travel quickly and safely to their destinations, but be unwavering as those who would try to go against that. Those who are unwise enough to go against a wave should suffer the consequences.

Channel Divinity

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

Surf’s Wrath. You can use your Channel Divinity to invoke primeval forces to summon a massive wave of water. As an action, you can cause a 15 feet wide 10 feet high wall to spring forth and hit any creature up to 30 feet in front of you. The creature must succeed on a Strength saving throw or be knocked prone.

If near a source  of water, the range extends to 50 feet and it has disadvantage on the saving throw.

Turn the Shriveled. As an action, you present your holy symbol and speak a prayer censuring fiends and undead, using your Channel Divinity. Each fiend or undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Devotion Spells

Gifts of the Surf

Buoyant Body - Your body, while not physcially changed, can now traverse on top of water as difficult terrain

Permeable Skin - You can breath underwater 

Greater Flow - Casting spells while in a source of water the spell gets raised by one level

 

Extended aura

Extended Aura.

Adapting to the surf, Paladins of this Oath can choose to expend one of their Divine Sense uses to extend their aura by 15 additional feet, and in doing so give those of their choosing the gift of the surf for 1 minute. (10 rounds)

Aura of Surf

Beginning at 7th level, you’ve accessed the benefits of the Surf so heavily upon you that it forms a protective ward. You and friendly creatures within 15 feet of you have resistance to damage from ranged attacks.

At the 13th level, the range of this aura extends to 30 feet.

At 18th level, the range of this aura increases to 50 feet.

Undying Sentinel

 

Starting at 15th level, when you are reduced to 0 hit points and are not killed outright, you can choose to drop to 1 hit point instead. Once you use this ability, you can’t use it again until you finish a long rest.

Additionally, you suffer none of the drawbacks of old age, and you can’t be aged magically.

Surf Champion

 

At 20th level, you can assume the form of an ancient force of the sea, taking on an appearance you choose. For example, your skin might turn teal or start to coat yourself in water, your hair might become moss-like, or you might sprout coral as horns or a seaweed mane.

Using your action, you undergo a transformation. For 1 minute, you gain the following benefits:

  • At the start of each of your turns, you regain 10 hit points.
  • Whenever you cast a paladin spell that has a casting time of 1 action, you can cast it using a bonus action instead.
  • Enemy creatures within 10 feet of you have disadvantage on saving throws against your paladin spells and Channel Divinity options.

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

Comments

Posts Quoted:
Reply
Clear All Quotes