Paladin
Base Class: Paladin

Paladins who take the Seafarer's unwritten oath swear to protect the freedom of adventure at all costs. This can take effect in the form of fighting pirates set on stealing from innocent supply ships, or bringing justice to those who would desecrate the sea with necrotic magics for their own benefits. Paladins of the Oath of the Seafarer are often sought out as bodyguards in case anything bad might happen on a long voyage at sea. Whatever path the paladin chooses, they will always look to protect the ocean, and in turn, the ocean will protect its travelers.

Tenets of the Seafarer:

Freedom. The ability to to travel the world is an essential right to all mankind. 

Loyalty. A ship can't sail without help from the entire crew. Never betray your friends.

Selflessness. The captain always goes down with the ship. Make sure your crew is safe before yourself. 

Respect the Waters. The ocean allows adventurers to pass, and thus it should be appropriately honored.

 

 

Channel Divinity

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

Trident of the Gods. As a bonus action, you can conjure a trident made out of water into your empty hand. For 1 minute, you can make an attack roll with this weapon even if it is not in your possession. If you do, a new one magically appears in your hand as you make the attack. The water trident follows all the same rules as a normal trident, with the exception that you add your charisma modifier to attack rolls (with a minimum bonus of +1) made with this weapon. The damage counts as magical for the purpose of overcoming resistances.

If you drop the weapon or throw it, it dissipates at the end of the turn. The trident also dissipates when the duration is over. If you fall unconscious, this effect ends.

Bubble Prison. As an action, you can control the water around you to ensnare your foes. Any number of creatures of your choice within 30 feet of you that are standing in water must make a Dexterity saving throw. If the creature fails its saving throw, a giant bubble rises from the water to encase them for 1 minute. The targeted creatures must be standing in water that covers at least a 5 by 5 foot square of any depth, or else this ability has no effect. If the trapped creature takes damage, the bubble pops setting them free as the bubble is fragile from the outside, but unbreakable from the inside. 

A trapped creature's movement speed drops to zero and they cannot physically interact with anything outside the bubble. Projectiles cannot be fired out of the bubble from the inside. Creatures are able to see through the bubble from the inside and the outside, a creature inside cannot hear what is happening outside the bubble. Likewise, creatures outside the bubble cannot hear what is happening inside.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of the Seafarer Spells

PALADIN LEVEL

SPELLS

3rd

create or destroy water, fog cloud

5th

misty step, acid arrow

9th

tidal wave, wall of water

13th

watery sphere, control water

17th

maelstrom, commune with nature

Aura of Opportunity

Starting at 7th level, you and friendly creatures within 10 feet of you have advantage against being restrained and grappled.

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

Dampen

Beginning at 15th level, water will automatically spring to your defense to block ranged attacks. Ranged projectiles that damage you have their damage reduced by an amount equal to your Charisma modifier, as water rushes up and cushions the blow.

Body of Water

At 20th level, as an action, you can cause your body to become entirely made out of water for 1 minute.

  • 60 temporary hit points.
  • You gain the effects of the enlarge/reduce spell, but only gain the enlarge effect.
  • You are immune to bludgeoning, piercing, and slashing damage from nonmagical attacks.

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

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