Paladin
Base Class: Paladin

Being less a religious order, and more a guild of individuals, paladins of the sea swear there oaths only to the sea themselves, and their codes vary from person to person. However these common themes can be found amongst all those who pledge themselves to the tides.

Honor to the Sea. A sea paladin’s first duty is to appease the sea. Proper rituals must be performed, such as rituals, salt burnings, and traditional dances

Bravery in the face of Danger. The sea is deep and full of horrors. If a ship comes under attack, a sea paladin must be the first to respond, and lead with fearlessness and expertise.

Loyalty to Coin and Crew. Once a contract has been signed, a sea paladin is part of the crew. The crew become family, and a sea Paladin must be willing to lay down their life to ensure the safe passage of their interacted vessel.

Channel Divinity

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

Tidal Strike. As an action, you can imbue your weapon with the raw power of the sea. For 1 minute, your strikes deal additional cold damage equal to your Charisma modifier (with a minimum bonus of +1). Your weapon also sheds water, leaving small puddles in its wake. If the weapon is not already magical, it becomes magical for the duration.

You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.

Pacify the Waters. You can use your channel divinity to calm the creatures of the sea. As an action, you can cause up to your Charisma modifier (minimum of 1) creatures with a swim speed within 30ft. of you to make a Wisdom saving throw. On a failure the affected creatures are charmed by you for the next minute or until you or your companions do anything harmful to them. Alternatively, when you use this feature, you can attempt to pacify the sea itself. As an action, roll a d20. The Channel Divinity succeeds when the result of the die roll is equal to or lower then your paladin level. On a success, the sea within a one mile radius of you becomes calm and placid for the next hour. For the duration, no storms can enter the radius unless they’re of magical nature.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Devotion Spells

Aura of Sea Mist

Starting at 7th level, you have learned to move unhindered in water and the mists of the sea are yours to command. You gain a swim speed equal to your walking speed. In addition you wreathe an aura of sea mist around yourself out of 10 feet. While in the aura, you and other creatures of your choice are veiled by the mist, making you more difficult to hit as you move. Attacks of opportunity made against you or your allies while inside the aura are made at disadvantage.

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

Armor of the Deep

Beginning at 15th level, you’ve learned to use the waters themselves to protect and aid you, covering yourself in a thin, slippery layer of water. When you finish a long rest, and at the start of each of your turns you gain temporary hit points equal to your Charisma modifier. While you have these temporary hit points, you gain the following benefits.

     Your armor class increases by 1

     Your speed increases by 10 feet

     You gain the effects of the water breathing spell.

You can only gain these temporary hit points while you’re not incapacitated.

Oceanic Form

At 20th level, you become a conduit for the untamed power of the ocean. Water swirls and churns at your feet, your eyes glow with a deep teal light, and the sky around you darkens with thunderclouds. As an action you gain the following effects for 1 minute.

Waterspout. Water surges forth from underneath you. You gain a flying speed equal to your walking speed and can hover as the currents stretch to keep you aloft.

Undertow. Enemies near you find it nearly impossible to escape your crushing pressure. A hostile creature that attempts to move for the first time on a turn while within 30 feet of you must make a Strength saving throw. On a failure, it’s speed becomes 0 and it takes 2d10 bludgeoning damage as its body strains against the pressure. On a success, it takes half damage and it’s speed is halved.

Green Flash. Once during this abilities duration, If you are reduced to 0 hit points while in this form, you can choose to instead drop to 1 hit point. When you do so, a bright green flash emanates from your body. Each hostile creature within 30 feet of you must make a Constitution saving throw or become blinded until the end of their next turn. If it doesn’t use it’s eyes or had blindsight of any kind it automatically succeeds on the saving throw.

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

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